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《3ds max 高级PF粒子脚本展示教程》(CG Academy Particle Flow Scripting 2 The Pflow Script Show )[压缩包]

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  • 摘要:
    发行日期2008年
    对白语言英语
    文字语言英文
  • 时间: 2008/12/29 23:54:11 发布 | 2008/12/30 12:08:17 更新
  • 分类: 教育  计算机 

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中文名3ds max 高级PF粒子脚本展示教程
英文名CG Academy Particle Flow Scripting 2 The Pflow Script Show
资源格式压缩包
发行日期2008年
地区美国
对白语言英语
文字语言英文
简介

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CG Academy Particle Flow Scripting 2 - THE PFLOW SCRIPT SHOW该DVD视频教程官方于2008年12月底最新发行的一张Max 9.0的高级高级Particle Flow粒子脚本展示教程。让我们在08年最后时光多充实自己的CG技能,为来年做好准备,让自己的CG技术比同行有创新与突破!这也是这张教程的目的,艺无止境,学于致用。

这是第二张DVD教程,高级PF粒子脚本展示教程,教程时长达4小时20分,所使用的软件:3DSMAX 9.0



第2部分中的脚本粒子流系列,向你展示了如何使用的MAXScript脚本把粒子流与其他领域的3dsmax相结合 。他展示了我们如何能够劫持标准化的MAXScript 。技术与现场几何,灯光和样条。定位粒子样条,移动物体和灯光的立场粒子。甚至创造出基于反应堆模拟的粒子流动程序结果。
In Part 2 of our Scripting Particle Flow series Bobo will show you how you can use MAXScript to integrate Particle Flow with other areas of 3dsmax. He shows how we can hijack standard Operators with MAXScript. Techniques for interacting with scene geometry, lights and Splines. Positioning particles along Splines, moving objects and lights to the positions of particles. And even creating particle flows procedurally based on the results of a Reactor simulation.

This tutorial requires the user to have a grasp of 3D mathematics, be familiar with Particle Flow and creating their own Particle Flow systems, and a working knowledge of scripting Particle Flow. The tutorial builds on the skills taught in part one of this series and will show you how to extend Particle Flows outside of Particle View and beyond.

教程相关章节内容:

Ch01: Emit Particles From Verts
Bobo opens the tutorial with a an answer to a "classic" PFlow scripting question. How do you emit one particle (only) from each vertex of a mesh object?

Ch02: Fly To Vert Positions
Here Bobo switches things around by showing us how to specify the static vertices of a mesh object for particles to fly too using the Find Target Operator.

Ch03: Fly To Dynamic Vert Positions
In a development of the previous chapters system, we find out how to modify the script to handle dynamic (animated) vertex positions for our particles to target and fly to.

Ch04: Fly To Other Particles
And pushing this theme even further, we can even define another set of animated particles for our particles target.

Ch05: Follow Spline Path
A feature from the legacy 3dsmax particle systems that many miss, is the ability to have particles flow along a Spline. We find out here how this is possible in PFlow via MAXScript.

Ch06: Position Particles By Spline
And here we use a slightly different technique to position our birthed particles along a Spline.

Ch07: Scale By Surface
Some Operators can be "Hijacked" with MAXScript. In other words you can use MAXScript to modify the original functionality of an Operator. Here Bobo shows you how you can use the Speed By Surface Operator to instead control your particles Scale.

Ch08: Colour By Surface
And once again the Speed By Surface Op is hijacked into instead controlling your particles Colour.

Ch09: Move Geo To Particles
A power feature of PFlow/MAXScript is the ability to control scene objects using particles. This chapter gets the "ball rolling" by showing you just how to achieve this.



Ch10: Move Geo To Particles (Final Step)
Moving Objects using an Operator can have issues with position lag (as shown in the last chapter). In This chapter we adapt our script to instead use the Final Step Update script. Which removes the issue from our solution.

Ch11: Move Lights To Particles
Now that we know how to move scene Objects, lets expand and develop our repertoire to include manipulating Lights!

Ch12: Move Lights To Collisions
And what if we want flashes of light when our particles collide with a surface? Bobo shows you how to do this here...

Ch13: Baking Static Particle Counts
In the next four chapter we will build a stand-alone scripted particle baking utility. Now that we know how to move Objects and Lights etc with particles, lets see how we can keyframe those movements so that our particle system is no longer needed.

Ch14: Baking Dynamic Counts
In the previous chapter we baked out a fixed particle count. Here we learn how to handle fluctuating particle counts, a much more common real-world scenario.

Ch15: Creating The Utilities GUI
Now that we have a robust particle baking script, lets create a GUI so it can become a production ready tool for others to use.

Ch16: Adding Functionality
Now that we have the GUI in place, lets add all the functionality we need and make sure it works as planned.

Ch17: Emit Particles On Reactor Collision
Bobo finishes of the tutorial and the series with another classic forum head scratcher. How do I get particles to interact and emit based on a Reactor Dynamic simulation. Along the way he shows us how we can procedurally create complete new PFlow systems based on the example Reactor sim...

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