Create a Blizzard
Power to the People

Creating a Snow System with Particles

 

Introduction

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

Downloads
Snowflake Particle Shader
Start With a New File
Choose File>New, or simply Launch Pixels|3D.
Create the Emitter Object

Choose Shape>Mesh, and use these settings.

This will be our particle emitter object.

Position the Emitter Object

Raise it to about 60.00 on the Y Axis.

This is where the snow will be falling from.

Invert the Normals

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.

 

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.
Open the Particles Interface

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.

Set Up the Particle Emitter

Click the Emitter tab to change pages.

Set the Emitter Type to Surface, and choose our Emitter Mesh.

Add Pseudo Air-Resistance

Click the Forces Tab to switch to the Forces page.

Click the New Button.

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.

Apply the Snowflake Shadeer
Select the Particle Object in the Object Info Palette.
Click an empty swatch in the ShaderManager, and open the Snowflake Shader.
Render

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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