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AAYUSH CHOPRA| DIGITAL EFFECTS DESIGNER

Basics of M Particles in 3DS Max

1.          This lesson will take us through the basics of M Particles in 3Ds Max while we create a simple scene with bunch of ice cubes dropping into an ice cube container. The scene file contains a basic dining setup with a couple of non render-able models of ice cubes along with metal container. We will start working on the scene by opening the 'Particle View' window from the 'Graph Editors' drop down menu or by hitting the '6' key on the keyboard.


2.          We will now create 'MParticles Flow' Particle System from the right click menu of Particle View window 'New - Particle System - MParticles Flow'. This will give us a basic particle flow physical simulation of a bunch of particles dropping off from a volume grid and bouncing off after hitting the viewport grid. Disable the 'Spin' operator from the Event operators by turning it off from the right click menu, as we do not need any external force to affect our particles except Gravity.


3.          Now in order to replace Box shapes with the model of Ice Cubes in our scene, we will replace the 'Shape' operator from the Event operators with the 'Shape Instance' operator and pick the 'Ice Cube Geometry' model as 'Particle Geometry Object'. Since our 'Ice Cube' model is much smaller than the default Box geometries of MParticles Flow, we have to decrease the 'Grid Size' value of our Birth Grid to 2.5 cm just a bit bigger than the dimensions of Ice Cube geometry.


4.          Our last step will increase the particle count as the dimensions of 'Birth Grid' from where particles are spawning, is still at default values. Decrease Icon Size Length, Width and Height values to 7.5 cm, 7.5 cm and 150 cm respectively in order to concentrate the particles as per the size of our container model, while placing the birth grid over the container geometry from the top viewport. Now when we play the simulation by hitting the play button from the timeline we will notice that the particle count is appropriate to the size of container geometry and we are good to excel towards the next stage.


5.          We can now start working on making the ice cube particles to interact with the container by converting the later into a colliding geometry. And for doing that we will append a ‘MP Collision’ Test below MP World operator inside our Event while adding the Container Dummy Geometry as the Deflector from its parameters. But in order to do that we have to apply a ‘PFlow Collision Shape’ World Space Modifier onto the Container geometry first as it will make it a Collision geometry that is visible under Deflectors list of MP Collision Test.


6.          Before hitting the play button make sure to hit the Activate button inside the Parameters of PFlow Collision Shape modifier, as the collision effect will become active only after this step. Most of cube particles are falling off outside the container geometry and are colliding with the grid instead of going out of frame by continuing to fall. So in order to do that we have to dive inside the MP World operator parameters and uncheck the 'Ground Collision Plane' option.


7.          Now to randomize the appearance of this cluster of ice-cubes, we will create a Multi/Sub-Object material with 4 different variations of ice cube materials. Once we are ready with our materials we will apply it onto the cluster by appending a 'Material Frequency' operator to Birth Grid Operator inside our 'Event'. Pick the Multi/Sub-Object material created in the last step from the Assign Material button available under the Material Frequency Menu of the operator and assign the values of 25 each inside Material ID #1 to #4.


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