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  • Event-Driven Particles


    Imagine a forest fire, in which a tall tree is burning from the top down. Chunks of flaming wood break free from the top, trailing smoke and flames, bouncing against branches on their way to the ground, sending up a shower of sparks at every collision, and finally detonating in an explosion of ash, splinters, and sparks at ground level. Such a scene could conceivably be created using non-event-driven particle systems, but it would require the coordination of several different particle systems, be fairly time-consuming, and be much more difficult and less flexible than the same effect created with an event-driven particle system like max's Particle Flow.

    Particle Flow is a very flexible and powerful system for creating particle effects. Particle systems can be assembled with a building-block approach using the Particle View window to create a powerful range of custom behaviors. Particles can move from state to state as needed, so that the traditional linear path of particle birth, movement, and death is replaced with a flowchart you can endlessly customize. The flaming chunk of wood debris described above can be represented by a particle in Particle Flow (PFlow) that generates new spark particle systems on impact, with their own properties of collision, life, and appearance. No longer are particles constrained to maintain most of their properties throughout their life span. With PFlow, particles can change motion, size, appearance, or behavior based on tests you set up. The falling wood pieces, for example, can be reduced in size with each impact, or broken up into smaller chunks, while maintaining speed and material parameters, if so desired.

    The primary elements of Particle Flow are events, which contain individual operators and tests. Operators are used to pass along particle properties, such as rotation, material, and scale. Tests are used to direct particles into new behaviors. A test might check a particle's speed, for example, and direct it to a new event. Particles that do not test true remain in the current event. This may seem abstract, but it's very simple. Instead of setting a particle's speed in a rollout, you can control particle speed with an operator. This allows you to introduce new speed operators whenever you like, such as after testing particle age. Smoke billowing from our battered piece of falling wood, for example, should move more quickly at the moment of impact and remain more or less in place as the debris free-falls.

    PFlow systems can be initiated either with the creation of a PF Source emitter object, found in the Create panel > Geometry section under Particle Systems, or within the Particle View window, where either a Standard Flow with general settings or an Empty Flow with minimal settings can be created. Each PFlow system is represented by a PF Source viewport icon, which by default is the particle emitter as well.

    PF Source Parameters


    Most of the Modify panel parameters we will examine in this section for the PF Source object can also be accessed from within the Particle View interface, as will be demonstrated in the next section (Figure 17.9).

    Figure 17.9. The Particle Flow Source rollouts.

    Setup


    If you need a quick and easy way to turn a PFlow system on or off, take note of the Enable Particle Emission check box, which controls the entire system. You can also toggle a PFlow system in Particle View.

    The Particle View button opens the Particle View interface, though this can also be done with a keyboard shortcut (the default is 6).

    Emission


    Unlike the non-event-driven particle systems, Particle Flow can use any of the emission types. This allows you to generate your particles free of any restrictions of emission area.

    The Logo Size setting only affects the logo portion of the PF Source icon, and it has absolutely no effect on particle emission. Making the logo large will give the discreet programmers an ego boost, however.

    Icon Type sets the shape of the emitter. The default shape is Rectangle, but Box, Circle, and Sphere are also available (Figure 17.10). If one of these settings does not suit your needs, keep in mind that you can also use instanced geometry to determine emitter shape.

    Figure 17.10. The four PF Source emitter types: Rectangle, Box, Circle, and Sphere.

    [View full size image]

    Length/Diameter, Width, and Height set the dimensions of the icon. These values have a direct impact on particle emission as long as the icon is being used to generate particles.

    Show Logo/Icon controls the display of these portions of the PF Source icon, and they affect only the viewport display.

    The Quantity Multiplier settings allow you to change the percentage of particles that will be created in viewports or renders. These percentages are applied to the total number of generated particles, which is determined by operators and tests within PFlow, particularly the Birth operator. The utility of Quantity Multiplier settings is to quickly increase or decrease the amount of particles created across all events in a particular flow. Note that these values can be set as high as 10,000%, allowing you to increase the number of particles by a factor of 100.

    Note

    Particle Flow exposes a great deal of functionality, and it consumes a lot of CPU power. If screen refresh becomes slow when scrubbing the Time Slider, consider reducing the total number of particles with the Quantity Multiplier Viewport setting.

    As with the Enable Particle Emission option in the Setup rollout, the Quantity Multiplier gives you a quick control over the entirety of your PFlow system, and it can be very valuable when debugging your scene.

    Selection


    There are several techniques within Particle Flow to split particles into separate behaviors. Suppose you have a swarm of particle dragons, and you want to choose a few specific ones to divert from your "Soar and Menace" event to your "Dive and Flame" event. The controls within the Selection rollout will allow you to do just that.

    The Selection rollout and the Sub-Object: Particle level give you access to specific particles. Click the Particle button in the Selection rollout to activate Particle Select mode. In Particle Select mode, particles can be selected in a viewport by clicking or dragging a selection marquee. Once selected, they can be affected by either the Delete operator or the Split Selected test within Particle View.

    This sub-object functionality is unlike the standard operation of mesh sub-objects, where a selection is passed up the Modifier stack. The Particle sub-object level allows you to pass your selection to events within Particle View and allows only a single selection per PFlow source.

    Event Select mode selects particles based on their current event in the flow. Your selection can be transferred to a Particle level selection with the Get From Event Level button, if needed. Note that you have to be in Particle Select mode for this button to be functional.

    The Select by Particle ID section allows for a third method of particle selection. Particles can be selected by ID number, and added or removed from the selection.

    System Management


    Suppose you have set up an elaborate fountain using PFlow droplets that eject from the stone fish's mouth, fall down, and rebound from its scales and fins, spawning additional droplets with each bounce. Such a system would be easy to set up in PFlow, but consider that it is difficult to predict how many particles will wind up being emitted. If each original droplet spawns a series of smaller droplets, which in turn spawn their own child drops, your computer could easily become overloaded, or even lock up. The Particle Amount Upper Limit sets the maximum number of particles the PFlow system can have. This is useful as a fail-safe when troubleshooting flows that spawn an inordinate number of particles, allowing you to continue to tweak your particle flow without being concerned about system crashes.

    The Integration Step section is fairly significant in that it determines the overall accuracy of movement and collision for the entire flow. The step settings determine how often these calculations take place, so the smaller the value, the more accurate the simulation will be, at the cost of additional time.

    Viewport can be set from Frame (once per animation frame) to 1/8 Frame (eight times per frame). Render can be set from Frame to 1 Tick. A single tick is an incredibly short period, 1/160 of a frame at NTSC rates, so this level of accuracy will rarely be needed.

    Note

    Whenever the behavior of particles in a viewport fails to match that in a render, the cause is often differing integration steps. Try setting Viewport and Render Integration Steps to the same value to correct this.

    Script


    By enabling scripts at this point, you can cause a script to be run either at every integration step or after each frame's final integration step. Once either script usage has been enabled, the Edit button opens the text script editor.

    While the PF Source parameters allow you to control the setup and overall operation of Particle Flow, the real power of this system is to be found in the Particle View interface, which we will examine in the next section.

    Particle View


    The main interface for setting up particle flows is Particle View (Figure 17.11). This is where you will spend the bulk of your time when creating PFlow systems. Think of Particle View as a virtual engine, where the ignition, transmission, and exhaust systems are laid out for you to drag into place and connect to suit your needs. In this section, you will explore the functionality of this interface and how elements are managed to create the desired effect.

    Figure 17.11. The Particle View interface.

    [View full size image]

    Particle View is accessed via a button on the Modify panel of the PF Source icon or by keyboard shortcut (the default is 6). In this interface, events are wired together to control particle behavior in a visual representation of particle flow. The Particle View interface contains five main elements: a menu bar, the event display panel, the parameters panel, a depot containing the available operators and tests, and a small description panel that displays a summary of operators or tests when one of those actions is selected in the depot. A series of display tools is also located in the lower right of the interface.

    Note

    The term "actions" in the context of Particle Flow refers to the individual functions (Speed, Display, and so on) and tests (such as Age and Collision) that constitute the building blocks of this particle system.

    The basic workflow of this interface is to drag operators from the depot into the event display panel, where you place them in ordered events and connect them to other events, while editing the parameters of operators in the parameters panel.

    Let's examine each aspect of Particle View in turn to give you a thorough understanding of how to make PFlow fill your needs.

    Menu Bar


    The menu bar contains several options for adjusting and analyzing particle flow. All of these functions are available within the event display panel and are probably more intuitive to access there.

    Edit Menu


    The Edit menu commands allow you to add, insert, and append operators or tests (Figure 17.12). An action must be selected in the event display panel to make these functions available. Selected actions or all actions can be turned on and off from this menu. Instanced actions (once selected) can be made unique, tests can be wired to events, and particle flow elements can be copied and pasted. Finally, selected items can be deleted and renamed. These functions will be examined in greater detail in the "Event Display Panel" section later in this chapter.

    Figure 17.12. The Particle View Edit menu.

    Select Menu


    The Select menu offers a variety of selection options for the actions in the event display panel (Figure 17.13). Select Downstreams is useful for examining a highlighted event and all of the subsequent events that are derived from it. Use Save Selected to save the highlighted actions into a new .max file, including all scene objects that are explicitly referenced. This is a handy method for copying portions of your particle flow for a new scene.

    Figure 17.13. The Particle View Select menu.

    The Get Selection From Viewport command highlights the top-level event connected to any PF Source icons that are selected in a viewport. This function allows you to quickly locate the beginning of a particle system when you are working with multiple PF Source icons. Simply select the associated source icon in the max viewport, use the Get Selection From Viewport command, and you will be at the beginning of that system's event setup.

    If you need to render only selected events in your particle flow, use the Assign Selection To Viewport command. This will create a selection in the max viewport of the type Particle Group, consisting of only the selected PFlow events. If you use the Selected Render type, only particles within the selected events will be rendered. An entire particle flow can be selectively rendered by using the Sync Source/Events Selection In Viewport command. This function differs from Get Selection From Viewport in that it selects all events associated with selected PF Source icons, not just the global ones.

    The second and third Select menu commands, Select All and Select None, toggle the selection of all operators and events. The remaining Select menu commands control the selection of PFlow Actions, Operators, Tests, Sources, Events, and Wires. These PFlow elements will be described in greater detail later in this section.

    Display


    The Display menu contains the same view controls available in the lower right of the interfacePan Tool, Zoom Tool, Region Zoom Tool, Zoom Extents, and No Zoom. You can also toggle the display of the Parameters, Depot, and Description panels (Figure 17.14).

    Figure 17.14. The Particle View Display menu.

    Options


    The Options menu is primarily useful when debugging particle flows (Figure 17.15). The Default Display type determines whether Display operators are automatically added to new events. When this is set to Local, Display operators will be automatically added to newly created events, making it easier to discern in viewports when particles have moved from one event to another.

    Figure 17.15. The Particle View Options menu.

    The Action Order type determines whether the global event (the first and original event in a particle's flow) or local events (all of the subsequent events) are evaluated first. This decision has the most impact when identical action types are used globally and locally. If you wish to override speed settings made in local events with a global speed, for example, create a Speed operator in the global event and set the Action Order to Locals First.

    Update Type determines at what point in the timeline the particle flow calculations are updated when a parameter is changed during playback. The default setting is Complete, meaning that the system is calculated from the first frame of your animation on. The Forward setting is much faster if playback is commencing well into the animation, because calculations begin at the current frame. This speed increase is at the cost of accuracy, as particle movement is usually influenced by events occurring throughout the animation.

    Note

    With Update Type set to the default value of Complete, the entire particle flow, from the first frame to the current frame, will be recalculated every time a parameter is changed within Particle View. To avoid this delay, go to the first frame of the animation whenever possible, before making parameter changes.

    The Track Update options allow you to track the progress of the particle flow. Particle Count adds a counter to the global event that updates continuously to show the total number of particles in the system. In addition, a counter is added to each event displaying the number of particles local to that event. Update Progress works during playback to highlight each operator and test as it is evaluated. If the added time required for this display causes frames to be skipped during playback, you can force each frame to be displayed (though not in real time) by using the Time Configuration dialog and clearing the Real Time check box. This is an invaluable tool when troubleshooting particles to track which events are receiving particles at which time.

    Use Dynamic Names is on by default; it adds a listing of an action's most significant settings to the event display panel. For example, a test for a 150% increase in size will be listed as Scale 01 with Use Dynamic Names turned off, and Scale 01 (Scale>150%) with Use Dynamic Names turned on.

    Parameters Panel


    In this area, you can edit the parameters for the operators in your setup, similar to the way the Modify panel allows you to edit the properties of objects selected in the max viewport (Figure 17.16). This panel displays available parameters for any selected operator. It can be turned on and off using the Display menu command.

    Figure 17.16. The parameters panel.

    Tip

    If more than one action is selected in the event display panel, a separate rollout for each will be available in the Parameters Panel.

    The Depot


    Think of this part of the Particle View interface as a spare-parts drawer (Figure 17.17). This panel holds all of the available particle flow actions. Operators, such as Position, Scale, and Shape, as well as tests, such as Collision and Speed, and default particle flow templates (Empty and Standard) can be dragged from this panel into the event display panel. The display of this panel can be toggled using the Display menu command.

    Figure 17.17. The depot and the description panel.

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    Tip

    Once you become familiar with the available actions in Particle View, consider turning this panel off to maximize screen real estate.

    Description Panel


    When an action is selected in the depot, a brief text description of its functionality is displayed in the description panel.

    Event Display Panel


    This is where you get to the meat of Particle View, where you put all the parts together to create your particle masterpiece. The event display panel is the main element of the Particle View interface. It contains the visual representation of all particle flows in the current scene, and it diagrams their setup. The Edit menu functions are available within the event display, often by right-clicking an action.

    Events


    The "spare parts" you drag from the depot to assemble your particle system are grouped into collections known as events. Events are groups of actions (operators and/or tests) that are evaluated in order, top to bottom, for each particle that enters. Particles remain in an event, subject to the parameters of its constituent actions, until deleted or sent out to another event. Even when a single operator is created in the event display panel, it becomes part of an event.

    There are several methods available to create an event. Right-clicking the event display background brings up a contextual menu.

    Selecting New > Particle System > Empty Flow or Standard Flow creates a new PF Source global event and a corresponding PF Source icon in the viewport, at World coordinates 0, 0, 0 (Figure 17.18).

    Figure 17.18. A standard Particle Flow global event and birth event.

    Tip

    Deleting a PF Source global event in Particle View also deletes the corresponding PF Source viewport icon.

    Also available in the New submenu in the contextual menu are the entire library of Birth Events, Operator Events, Test Events, and Miscellaneous Events. Adding one of these actions to a blank area of the event display causes a new event to be created. A Display operator will be automatically added to new events if Default Display (located in the Options menu bar) is set to Local.

    Tip

    Using visually distinct Display types in each event is a key method for debugging particle flows in the viewport.

    Editing Events


    One of the simplest features of the event display panel, and one of the most useful in terms of creating a particle setup that reflects your intentions, is the freedom to move events anywhere within the panel. Once created, events can be moved by clicking their title bar and dragging them to a new area of the event display panel. Events can also be horizontally resized by dragging the right-hand border. You can also move actions by selecting and dragging them. If an action is dragged into an empty area of the event display, a new event is created, just as with using the New contextual-menu items. When an action is dragged into an existing event, a colored line shows how the action will be added. Where a blue line is indicated, the action will be inserted between existing actions. Where a red line shows, the existing action will be deleted and replaced with the action that is being moved.

    Actions can be added to existing events by right-clicking the event's title bar to bring up the contextual menu (Figures 17.19 and 17.20). Selecting an action under Insert will insert that action at the beginning of the event. Selecting an action under Append will place the action at the end of the event. Neither option will replace any of the existing actions in the event. Moving actions can have a significant impact on the behavior of your particles, as actions are always evaluated within events in a top-down order.

    Figure 17.19. Selecting an action to append onto a Particle View event using the contextual menu.

    Figure 17.20. The selected action is appended to the event.

    An event can be turned off via the contextual menu or by clicking the lightbulb icon on the event title bar. When an event is turned off, it does not process any particles. Particles sent to a deactivated event are deleted.

    Events can also be deleted, commented, and renamed via the contextual menu. It is advisable to give meaningful names to events because event names are used in several contexts, such as when associating specific events with the BlobMesh compound object. Commented events are indicated with a small red triangle near the left end of the title bar. Click on the pointer to open the comments.

    When an event is highlighted, Properties is also available as a contextual-menu option. This opens up the event's Object Properties dialog. Individual events can have differing object properties, such as Display Properties, Rendering Control, and Motion Blur.

    Note

    Do not make changes to the object properties of the PF Source icon; only make changes to event properties within Particle View. Changes made within the Object Properties dialog of the PF Source icon will not register properly or function as expected.

    Actions


    The available tests, operators, and particle sources in Particle View are known as actions. It is important to note that actions occur over different time frames. Some, like Force, Keep Apart, and Shape Facing, continuously influence particles within their events (and cease to have any influence once those particles have moved on to other events). Others, like Material Static and Shape, apply their parameters to particles one time and then are not evaluated until a new particle enters the event.

    Note

    One-time actions like Shape Mark can still contradict continuous actions with overlapping influences, such as Scale (set with Scale Type Absolute or Relative). If the desired effect is to set a particle's size to a specific value and then modify that continuously, the two scale-influencing actions must be placed in separate events; otherwise the scale-initiating action will override the modifying one.

    Tests


    The decision-making part of Particle Flow allows you to redirect particles based on a variety of tests, by evaluating their properties (Age or Speed, for example), by evaluating their relation to other scene objects (Collision, Find Target), or arbitrarily (Split Amount). Actions that test particle or event conditions and/or direct particles to another event are known as tests. If a test is wired to another event, then particles testing True will be sent to that event. If a test is not wired to another event, then particles in effect always test False and remain in the original event.

    Note

    If simple collision is required (without any derived spawning or other results), then use a Collision test without a wired target event. Particles will be bound to the collision object(s), and will be influenced by the Bounce, Friction, and other settings of the deflector, while remaining in the original event.

    Tests are evaluated in the order in which they are listed in the event. If, for example, an event contains a Speed test followed by an Age Test, then particles that test True for the Speed test will be sent to that test's target event and never be evaluated for the Age Test.

    Tip

    To send all particles to the next event, simply use the Send Out test.

    Most tests share the same icona yellow diamond with a simple switch diagram. The tests available in Particle Flow are the following:

    • Age Test

    • Collision

    • Collision Spawn

    • Find Target

    • Go To Rotation

    • Scale

    • Script

    • Send Out

    • Spawn

    • Speed

    • Split Amount

    • Split Selected

    • Split Source


    Detailed descriptions of particle flow tests are available in the online 3ds max 7 User Reference (Help > User Reference), under Contents > Space Warps and Particle Systems > Particle Systems > Particle Flow > Actions > Tests.

    Operators


    Operators are particle flow actions that are used to control particle parameters such as scale, speed, rotation, and shape. Think of operators as individual components of the Modify panel properties you are accustomed to setting for scene objects, except that in the Particle View interface, you can use only the components you need.

    Some operators perform functions other than controlling transformations; examples are the Birth, Birth Script, and Delete operators, which control particle life span.

    In addition, there are four utility operators that serve general purposes. They are Cache (for precalculating intense particle flows), Display (determines particle appearance in viewports), Notes (stores comments), and Render (determines particle appearance when rendering).

    Each operator has a unique icon, and they all share a blue background, with the exception of the two birth operators, which are green. The operators available in Particle Flow are the following:

    • Birth

    • Birth Script

    • Delete

    • Force

    • Keep Apart

    • Mapping

    • Material Dynamic

    • Material Frequency

    • Material Static

    • Position Icon

    • Position Object

    • Rotation

    • Scale

    • Script

    • Shape

    • Shape Facing

    • Shape Instance

    • Shape Mark

    • Speed

    • Speed By Icon

    • Speed By Surface

    • Spin

    • Cache

    • Display

    • Notes

    • Render


    Detailed descriptions of particle flow operators are available in the online 3ds max 7 User Reference (Help > User Reference), under Contents > Space Warps and Particle Systems > Particle Systems > Particle Flow > Actions > Operators.

    Flows


    There are two available particle flows that can be used to create a new systemEmpty Flow and Standard Flow.

    Empty Flow creates an event with a single Render operator (and a Display operator if Options > Default Display is set to Global). This is useful for creating a new particle flow from scratch.

    Standard Flow creates a more elaborate setup: The global event will be identical to that of Empty Flow, but in addition a birth event is created and wired to it. The birth event will contain a simple particle setupBirth, Position Icon, Speed, Rotation, Shape, and Display operators. This is identical to the particle flow created when a PF Source icon is created in a viewport.

    If a Camera or Perspective viewport is active when an empty or standard flow is created, the corresponding PF Source icon will be oriented on the XY plane. If an orthogonal viewport is active, the PF Source icon will be oriented parallel to the viewplane, with the icon's Z axis pointing toward the viewport.

    Editing Actions


    The contextual menu for actions is similar to that for events. The Insert and Append options are available for adding actions, but the placement depends on where the pointer is when opening the menu. If the pointer is placed over an action (the action name will appear as a tool tip), then Insert will replace that action with the new action. If the pointer is placed between actions (no tool tip appears), then Insert will place the new action between the two existing actions. Append will always place the new action at the end of the event, regardless of where the pointer is located.

    Actions can also be turned on or off from this menu, or by clicking the action's icon. When an action is deactivated, the icon and action title are grayed.

    Tests can be forced to always test True (all particles are sent to the wired destination, if any) or False (all particles are retained within the current event). For True results, click the left side of the icon (the icon will change to a green lightbulb). For False results, click the right side of the icon (the icon will change to a red lightbulb). To reset the test to normal functioning, click the icon once more.

    Instanced actions can be made unique from this menu as well.

    The Wire option in the contextual menu wires events and tests, or global events and birth events, together. This option is only available when eligible items are selected and when you right-click one of them. To wire an event to the outcome of a test, select the test action (not the event containing the test) and the target event (not an action within the target event), right-click on one of them, and choose Wire from the contextual menu. To wire a birth event to a global (PF Source) event, select both events (not actions within them), right-click, and choose Wire (Figures 17.21 and 17.22).

    Figure 17.21. Eligible events and tests, as well as global events and birth operators, can be wired together using the right-click menu.

    Figure 17.22. After the Wire command is chosen from the contextual menu, the eligible events are wired.

    Copy and Paste allow actions and events to be cloned. Multiple actions can be pasted into a new event if the Paste command is applied to a blank area of the event display. If Paste is applied to an existing event, copied actions will be added to the event. Multiple events can be cloned together as well, such as when you wish to duplicate a specific particle appearance (Display, Scale [Relative Successive], and Material Static operators, for example) from one event to another in order to preserve properties that would otherwise cease to be applied once the particle left the original event.

    Actions and events can also be cloned by holding down the Shift key while dragging. The specific order of clicking and dragging is a bit tricky. First hold down the Shift key. Then hover the pointer over the selected items you wish to clone. Once a plus symbol has appeared on the pointer, click and drag the event(s) to clone them.

    Comments can be added to actions, much as events. If you prefer, a Notes operator is available, which has no effect on event execution. The Notes operator serves as a placeholder for whatever text you wish to store within it, such as troubleshooting information, successful particle settings, or comments for other users.

    Wiring Events


    As noted in the "Editing Actions" section earlier in the chapter, events, tests, and birth operators can be connected via the contextual menu. A more intuitive approach is to simply drag a wire from one event to another.

    When a test is added to an event, an output is created in the form of a small blue dot wired to the left side of the test. The pointer will change to a wiring icon with three arrows when you can drag a wire from this output, and to a wiring icon with four arrows when you can drop the wire into an event input. Note that this works in either direction; wires can be dragged from events into tests. In a similar fashion, the output of a global event can be wired to a birth event (an event that begins with a Birth or Birth Script operator). You cannot wire a global event to a non-birth event.

    Note

    Multiple tests can be wired into a single event, sending particles from several tests to be influenced by the target event; however, a single test can only be wired into a single event, because particles testing True can only have one destination.

    A test's output can be moved to the right side of the event listing to facilitate wiring to events placed to the right. Move the pointer onto the small square part of the output. Once the pointer has changed to a small black circle with arrows pointing to the left and right, click and drag to the opposite side of the event listing to move the output.

    As we have seen in this section, there are many technical aspects to arranging particle setups within the Particle View interface, but they really just add up to an open-ended system for creating custom particles. Next, we will explore several practical techniques for using Particle Flow to simulate real-world environmental effects centered on an erupting volcano.


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