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Introduction |
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We'll be creating a realistic snowfall pattern using an emitter
object, the Particles Plug-In, and a special procedural Particle
Shader.
This tutorial
requires:
Pixels3D
| studio | v3.6 or higher
Particles
Plug-In
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Downloads |
Start
With a New File |
| Choose File>New,
or simply Launch Pixels|3D. |
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Create
the Emitter Object |
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Choose Shape>Mesh, and use these settings.
This will be our particle emitter object.
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Position
the Emitter Object |
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Raise it to about 60.00 on the Y Axis.
This is where the snow will be falling from.
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Invert
the Normals |
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Particles emitted from an object move in the direction of the
surface normals.
The Mesh's surface normals are currently pointing up, so we
need to invert them.
Choose Reshape>Invert.
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Hide
the Emitter |
| We're done setting
up the emitter object, and we don't want to see it in the final
render, so let's uncheck the Visible checkbox in Object Info. |
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Open
the Particles Interface |
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Choose Extras Menu->Particles Editor, and enter the
following settings:
Particles has tips built in. For a description of each parameter,
simply point to it, and wait for a description.
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Set
Up the Particle Emitter |
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Click the Emitter tab to change pages.
Set the Emitter Type to Surface, and choose our Emitter Mesh.
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Add
Pseudo Air-Resistance |
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Click the Forces Tab to switch to the Forces page.
Click the New Button.
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Create a Turbulance force with Infinite Bounds,
and a strength of 0.001. This will make the snowflakes
continuously slightly vary their direction as they fall.
Click OK.
Click the Done Button to return to Pixels|3D.
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Apply
the Snowflake Shadeer |
| Select the Particle
Object in the Object Info Palette. |
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Render |
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Do a Quick Render to see the snow system.
To render an animation, set the frame range from 120 to 240+
in Render Setup ( CMD-u ), then choose Final Render
( CMD - f ).
Experiment, and have fun!
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