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Home > Teensworld > Tutorials > 3D Max - Making Sparks
   

Step 2

a)We need the particle system. Particle system can be found on the Create tab

Select Particle Systems on the drop-down menu.

When you have selected this, select "Spray", and position the emitter where you want the sparks to originate. In my case, this is at the end of the "wire".

The emitter positioned in the scene

Note that no particles are visible in frame 0 (zero) since the spray hasn't started yet. Go to frame 10 to see the particles. Also, you will need to try out different values in the Spray parameter box, to see what fits your scene. Here are the values I used:

Here are the values I used

For this, you don't want too many particles or too big particles. I used size 2 and 500 particles rendered. Note that the Viewport Count only defines how many you see in the editor. The Render Count is the one defining how many are rendered.

b)Next on the list is the material for the spark "core", or the partcles. This can vary. Try to make a material that fits into your scene. Sparks look kind of "blue-ish", and are also somewhat self-illuminating. This is the material I used for this example.

If you want it quick and easy, just copy these values.

Important: Note the number 5 selected on the drop-down button. This button is the "Material Effect Channel" number, and you can pick whichever you want. However, this number defines the Effect Channel for this particular material, and is important later on, when we use the Video Post.

Note that these values are solely used as an example. Define your own if you want a different effect.

Here is the scene so far, at frame 10. I have not yet added any special effects.



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