Summing Up The particle effects applied in this chapter have obvious uses beyond lava. Most any sort of liquid can be simulated with the combination of Particle Flow and BlobMesh. The use of Shape Mark operators would suggest itself for the creation of ink stains on linen, high-tide marks on a sea wall, or even a CG character's "milk mustache." The various sorts of colliding and bouncing behaviors could be used for any sort of constrained, viscous substanceoil in a tanker's hold, for example, or a cup of coffee in your hand.The lessons learned should give you a fundamental basis for using Particle Flow for nearly any particle task. Creating a vast nest of hatching insects is a challenge similar to making a pool of popping gas bubbles. Spawning a spray of droplets from an expiring particle employs the same basic technique as casting chunks of flaming debris from a rocket's crash landing. If you can cause a dripping lava droplet to leave a trailing smear, you can certainly have your graffiti artist character leave an accurate spray pattern on a wall.Particle Flow greatly expands the capability for customizing particles in 3ds max. Particles can be directed into very specific behaviors based on their own properties or scene conditions. As long as you are willing to deal with the extra CPU overhead required, extensive particle engines can be devised in the intuitive interface of the Particle View editor. Keep in mind, though, that Super Spray and Blizzard are still capable, though non-event-driven, particle systems, and when the functionality of those systems is sufficient, their lower demand on system resources makes them attractive choices. But when highly customized, behavior-driven particles are required, Particle Flow is the obvious choice.Next, we will explore more deeply the use of Particle Flow for special effects and scripted behaviors, while employing non-event-driven particle systems when most appropriate. |