Tutorial 2: Quick Start - Part 2

 

This next tutorial builds upon the basic particle system you created in the first tutorial, and will show you how to add shape to your particles so that they can be rendered.

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Position Born particles generated

 

By default, the particle system you just created in the first Quick Start tutorial can be seen in the 3ds Max viewports (as shown above), but cannot be rendered yet. In this tutorial we are going to create a Shape node for the particles so that we can see them at render time.

 
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thinkingParticles UI of the loaded scene


 

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This DynamicSet will generate the shape for the particles.

 
 
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thinkingParticles dialog with the StdShape operator in a Shape DynamicSet

You see that DynamicSet has a red box at the top that says Invalid and that there is a yellow Particle input data stream on your StdShape operator. This means that something must be connected to that input to make the DynamicSet valid. As it stands now, this new DynamicSet won't be evaluated by thinkingParticles and until you make the Shape DynamicSet valid, it will be ignored by the system.

 
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Group placed in the Wire Setup View

 

Now, if you'll recall, the First Particles group contains all of the particles created by the Position Born operator. This means that we can now connect this group operator to the StdShape operator and have the particles within the First Particles group take on the shape that is set by the operator.

When you drag the wire over the Particle input data stream, the Particle name will turn green, indicating that you can connect it to that port. This is a great visual way as you get into more complex setups, to quickly see what output data streams can connect to other input data streams.



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Wire Setup View with the First Particles Group connected to the Standard Shape operator


Now we'll tweak the shape to something more appropriate.

 
 

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Render of particles with a shape operator

Now that we have a Shape operator you can display the results in the viewport.

 

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Now you can see the mesh in the viewports and get the extra information that the Drops display give you.