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 Creating grass land using pflow- reposted (Part 1)

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ahmed
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Creating grass land using pflow- reposted (Part 1) Empty
03022010
MessageCreating grass land using pflow- reposted (Part 1)

"Creating grass land using pflow



Hello
friends .. I just love pflow and have used it in lot of my projects.
Here i would like to share with you a very easy method to create a
grass land in 3dsmax using pflow . It is some what similar to scatter
but more flexible than scatter and u can create your own variations
easily. I will be using some operators here



Creating grass land using pflow- reposted (Part 1) Image001
Shape instance operator

Shape
Instance creates particles whose shape is based on a reference geometry
object. The object's animation can be synchronized with particle events.



Position Object
Position Object places particles on a set of reference objects.


Split Amount
Split
Amount checks numerical particle property, and sends to the next event
either a fraction of particles, or every Nth particle, or the first N
particles, or all the particles after the N first.




1. First
of all lets start with creating a cone of sides: 6 radius1: .6 radius2:
0 and height: 40. A bend modifier should be applied to the cones. You
can even go lesser on the sides if it gives u the result u want. U can
also create another cone bend in a different angle. Now we have a
Cone01,Cone02 and a Plane01 U may name these to Grass1,Grass2,Terrain
respectively since i strongly would advice u all to use naming
conventions whenever possible, which can save u a lot of time. Using a
cone gives u a 3dimension to the grass. rather than using a plane. Also
create a plane with length: 200 Width: 300, Segments 12*12 and apply a
noise modifier with the settings as shown below. Also apply a
turbosmooth modifier to it.




Creating grass land using pflow- reposted (Part 1) Image003 Creating grass land using pflow- reposted (Part 1) Image004

Creating grass land using pflow- reposted (Part 1) Image006Creating grass land using pflow- reposted (Part 1) Image008



2. Create
a particle flow source. In the Main menubar -
Create>Particle>particle flow source (Particle flow is an event
driven particle system and it gives us more control over the particles
than the ordinary particle systems in max which are non-event driven)
Press 6 or select the pflow icon and go to the modify panel and click
on the particle view button. You will get a window as shown below




Creating grass land using pflow- reposted (Part 1) Image010 Creating grass land using pflow- reposted (Part 1) Image011
3. These
are the default operators that u get in particle flow. We shall replace
some of those with operators from the operators depot to get our
desired result . I have marked in the image below where all operators
have to be replaced with new ones. eg the Position Icon operator will be replaced with the Position Object operator by left clicking and dragging the Position Object operator from the operators depot on to the Position Icon operator in event 01.U will see that a red line appears on top of the Position Icon operator, release your left mouse button then. Similarly, change the Shape operator with Shape Instance operator.




Creating grass land using pflow- reposted (Part 1) Image012 Creating grass land using pflow- reposted (Part 1) Image013
4. First click on the Birth operator
and change the emit stop to 0. Now all 200 particles will be emitted at
once rather than one by one. Also give a particle amount of 1000 (
Depends on how much u need and how much area u need to cover).




Creating grass land using pflow- reposted (Part 1) Image015
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5. Click on the Position Object operator,
on the right side u can see its properties in the Emitter objects
rollout. Click add and select the terrain. U will see that the name of
the plane( Terrain) appears in the dialogue box there. See to it that
the Lock On Emitter option is also ticked or else the particle will fly
off when u play with the animation slider.




Creating grass land using pflow- reposted (Part 1) Image017


6. Change the Shape operator to Shape Instance operator, after that Click on the Shape Instance operator
in the event and in the properties on the right side, click on the none
button under particle geometry and select the grass1. U can see that
lots of ticks get scattered all over the plane. Click on the Display operator
and in the type select Geometry which will reveal the grass mesh. You
can also change the color to green or apply a material by adding a
material dynamic operator.




Creating grass land using pflow- reposted (Part 1) Image019

Creating grass land using pflow- reposted (Part 1) Image021


U
can see that all of the grass blades are bend in different directions
and some even go under the terrain.To rectify this Problem. Click on
the Rotation operator and in its properties change
the orientation matrix to world space. Which aligns the particle
according to the world axis and makes it stay perpendicular to the
terrain.




Creating grass land using pflow- reposted (Part 1) Image023


7.
This seems a bit unrealistic cause all grass are standing upright and
steady like an army of soldiers Smile so to break the monotony u can first
click on event 01 and right click and select copy and paste it anywhere
in the open space nearby, which will create another event 02. Delete
the birth operator of event 02.




Creating grass land using pflow- reposted (Part 1) Image025
8. Add a Split Amount operator to the event 01 below the birth operator. Create a connection from the Split Amount to
the event02. In Event02 select the shape instance and select grass2.
Now u can see how much the scene as changed. Cool isn't it. U can even
copy the Event 02 and create another Event 03 and add split amount to
Event 02 and connect the Split Amount to Event03 and select another grass3 as object instance.




Creating grass land using pflow- reposted (Part 1) Image027
9. In the shape rollout of both Events u can play with the size and variation to create your own realistic grass scatter.


10 . There
is also some specialties about position object operator select the
position object operator change the location from surface to vertices
or edges try it out and see the difference. There is another option
below location called density by material Tick on it. It will be
grayscale by default. Apply a checkered texture to the terrain and see
what happens (You will have to move the animation slider a bit to see
the result).



11. Drag
a material dynamic operator into Event 01 open the material editor by
pressing M and create a material for the grass select the material
dynamic operator, which will reveal the operator properties on the
right side. From the material editor click on the material slot u
created and drag it on top of the none button in the material dynamic
property. Acommand will pop up which says instance or copy select
instance and click ok cause whatever change u make in the material
editor will bein sync with that of the material dynamic in the particle
view. For the other events do the same. Variate the color of the grass
material a bit, which will give u a more realistic look.



I hope this has been very much of an interesting and useful tutorial to you all. THAT'S ALL FOLKS

thank you.

Ranjit Menon.K
 

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