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		<title><![CDATA[Friends In Your Head | Forums — 3ds Max and Particle Flow]]></title>
		<link>http://friendsinyourhead.com/forum/viewtopic.php?id=950</link>
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		<description><![CDATA[The most recent posts in 3ds Max and Particle Flow.]]></description>
		<lastBuildDate>Thu, 03 May 2012 04:18:07 +0000</lastBuildDate>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20633#p20633</link>
			<description><![CDATA[<p>That looks amazingly helpful, thanks a lot!</p>]]></description>
			<author><![CDATA[null@example.com (Owen Ward)]]></author>
			<pubDate>Thu, 03 May 2012 04:18:07 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20633#p20633</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20625#p20625</link>
			<description><![CDATA[<div class="quotebox"><cite>Owen Ward wrote:</cite><blockquote><p>Gonna slightly derail this thread, but as I am The Doctor - I think it is allowed. I really want to start learning 3d modelling/animation - mainly due to me having access to Maya thanks to the university, but I have no idea where to start. I have done some dabbling before, but nothing too fancy - mostly just some really crappy models that I probably didn&#039;t even do right. Lightsabers got me started with AE &amp; Photoshop, where could I start with 3D?</p></blockquote></div><p>kinda vague, but subdivision modeling tutorials for maya area all over the place. There used to be a site called &quot;Subdivisionmodeling.com&quot;, but it no longer exists. HOWEVER, some nice people were good enough to back it up before it died, and their primer is online here:<br /><a href="http://www.blendernewbies.com/tools/subdivisionmodeling/subd_PRIMER/page1.html">http://www.blendernewbies.com/tools/sub … page1.html</a><br />It is a good resource. If you haven&#039;t read it already, read it.</p><p>EDIT</p><p>Because I&#039;m a derp, I forgot to check the most obvious place first: the page of the guy who wrote the primer. Sure enough, he&#039;s got an updated version of the primer and a few other nice tutorial things (more instructional than tutorial, really) on his site:<br /><a href="http://southerngfx.co.uk/">http://southerngfx.co.uk/</a></p>]]></description>
			<author><![CDATA[null@example.com (Squiggly_P)]]></author>
			<pubDate>Thu, 03 May 2012 02:12:59 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20625#p20625</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20607#p20607</link>
			<description><![CDATA[<p>Teague; considering my nurbs curve is the source which all elements are animated to, I wouldn&#039;t call moving objects past the camera <em>easier</em>, but sure.</p><p>All good ideas, I&#039;ll have to do some testing.<br />Also, youtube kinda messed with the quality.</p>]]></description>
			<author><![CDATA[null@example.com (Tomahawk)]]></author>
			<pubDate>Wed, 02 May 2012 07:27:32 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20607#p20607</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20595#p20595</link>
			<description><![CDATA[<p>My self study method has always been to make up my own projects and then figure out how to do them. Maya has the built-in help system and tutorials, and then you&#039;re only a google away from plenty of you-tube tuts as well.&nbsp; Autodesk has a forum called &quot;The Area&quot; for peer-to-peer help, and I could probably put you in touch with at least one relative expert on Maya (&lt;-not me at all, Maya&#039;s inteface has completely beaten me, I don&#039;t go there anymore) if you ever get truly stuck on something.</p>]]></description>
			<author><![CDATA[null@example.com (drewjmore)]]></author>
			<pubDate>Wed, 02 May 2012 01:45:54 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20595#p20595</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20590#p20590</link>
			<description><![CDATA[<p>Gonna slightly derail this thread, but as I am The Doctor - I think it is allowed. I really want to start learning 3d modelling/animation - mainly due to me having access to Maya thanks to the university, but I have no idea where to start. I have done some dabbling before, but nothing too fancy - mostly just some really crappy models that I probably didn&#039;t even do right. Lightsabers got me started with AE &amp; Photoshop, where could I start with 3D?</p>]]></description>
			<author><![CDATA[null@example.com (Owen Ward)]]></author>
			<pubDate>Tue, 01 May 2012 22:34:59 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20590#p20590</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20586#p20586</link>
			<description><![CDATA[<p>Another thought, you don&#039;t have to move the camera through the tube. You can have the (static) tube animated to wiggle around like a snake being held by the head, and move the <em>texture</em> past the camera. </p><p>Easier than splining a path through a squrimy tube. Just a thought.</p>]]></description>
			<author><![CDATA[null@example.com (Teague)]]></author>
			<pubDate>Tue, 01 May 2012 20:53:19 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20586#p20586</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20584#p20584</link>
			<description><![CDATA[<p>Max user and old-school DW watcher (if not &#039;fan&#039;) here.</p><p>I had the same thought as Teague a week or two back when (I think) you mentioned this project in an off-hand comment in another thread...Cards with a feathered edge around a central hole, and I think that could be done in After Effects with a bit of scripting to organize your cards as 3D layers along a nurbsy-spline path.</p><p>In Max-- and thinking more about how they&#039;ve done it for the show-- there&#039;s got to be a cloud/fog simulation running that you couldn&#039;t really expect static textures to mimic. I&#039;ve only ever used partivolume fogs, so I can&#039;t immediately suggest The Best way to get the photoreal cloud look. One that occurs to me is to produce a few cubes or spheres full of animated volume fog, export them as Mental Ray proxy objects, and then use those as particles in a much lighter pFlow system.</p><p>There may also be a way to create a cloud-ish Mental Ray material with sub-surface scattering that would react to light the way the real effect does, and then you simply build the partcle system with blobby shapes of that material.</p><p>edit2<br />Third idea: create a texture mapped material and a 2-D animated, wispy, highly transparent texture for it.&nbsp; Then apply the material to your tunnel mesh, using face-mapping (so every mesh- face shows the wispy texture map) and copy the mesh several times, each time growing the tube diameter a bit.</p>]]></description>
			<author><![CDATA[null@example.com (drewjmore)]]></author>
			<pubDate>Tue, 01 May 2012 19:14:40 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20584#p20584</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20580#p20580</link>
			<description><![CDATA[<p>Right. My bad. But yeah.There are a total of 2 lights illuminating the scene. Both are going thru the tunnel slightly before the camera.</p>]]></description>
			<author><![CDATA[null@example.com (Tomahawk)]]></author>
			<pubDate>Tue, 01 May 2012 17:10:36 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20580#p20580</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20579#p20579</link>
			<description><![CDATA[<p>Lighting, not lightning. Though your point still applies.</p>]]></description>
			<author><![CDATA[null@example.com (Teague)]]></author>
			<pubDate>Tue, 01 May 2012 17:07:12 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20579#p20579</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20576#p20576</link>
			<description><![CDATA[<p>Yeah, it figures you&#039;d do a texture-based reply.<br />I&#039;ll wait and see what you come up with(if you have time), and work from that. </p><p>I did try to add lightning flares, but seeing as the texture is always facing the camera, there&#039;s no real depth(volumetrics) to help sell the effect either, I&#039;m afraid.</p>]]></description>
			<author><![CDATA[null@example.com (Tomahawk)]]></author>
			<pubDate>Tue, 01 May 2012 16:23:48 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20576#p20576</guid>
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			<title><![CDATA[Re: 3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20575#p20575</link>
			<description><![CDATA[<p>It looks like a lot of what&#039;s missing here is lighting in the tunnel, and then, once there&#039;s lighting, the illusion of depth into the swirling fog. What you have here is rather flat. </p><p><span class="postimg"><img src="http://images.wikia.com/tardis/images/9/91/Vortex_back.jpg" alt="http://images.wikia.com/tardis/images/9/91/Vortex_back.jpg" /></span></p><p>I&#039;d probably avoid particles pretty far into this project, and do it with a bunch of circular cloud cards with a feathery hole in the middle. Like, forty or fifty of those (you could set it up as a batch action in Photoshop, and just print out fifty different ones) and string them out into a tunnel in the 3D software.</p><p>I&#039;ll do a test a bit later today if I have time.</p>]]></description>
			<author><![CDATA[null@example.com (Teague)]]></author>
			<pubDate>Tue, 01 May 2012 16:17:32 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20575#p20575</guid>
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			<title><![CDATA[3ds Max and Particle Flow]]></title>
			<link>http://friendsinyourhead.com/forum/viewtopic.php?pid=20570#p20570</link>
			<description><![CDATA[<p>Is anyone here a user? I&#039;m trying to replicate the Doctor Who intro with the space/time vortex, and thus far, It&#039;s getting there, but I need help in creating dynamic textures, and making it a bit more optimized, since those render times are... insane, at best.</p><p>Here&#039;s a crude, rough test. It runs for about 30 seconds, but you get the gist of it after like...3. Nothing&#039;s really set in stone here, but I&#039;m looking for a few pointers.</p><p><object type="application/x-shockwave-flash" data="http://www.youtube.com/v/6_xXuz3IBl4&amp;rel=0" width="425" height="344"><param name="movie" value="http://www.youtube.com/v/6_xXuz3IBl4&amp;rel=0" /><param name="wmode" value="transparent" /><param name="allowfullscreen" value="true" /><p><a href="http://www.youtube.com/watch?v=6_xXuz3IBl4&amp;feature=youtu.be">[video (flash player not installed)]</a></p></object></p><p>I&#039;m using 3DS Max 2012 with Particle flow. There&#039;s a cylinder mesh deformed to a nurbs curve, with a particle flow emitter set to use said cylinder as an emitter object. The particles are custom clouds with a static material, facing the camera.</p><p>It&#039;s really boggling, since there are millions of particles, and they&#039;re not exactly rendered with lightning speed. It&#039;s more like a 1929 DeSoto.</p><p>Any help is appreciated. Like, tips on how to do it without particle flow, or with less particles.</p><br /><p>-EDIT: Feel free to move this to the creations board.-</p>]]></description>
			<author><![CDATA[null@example.com (Tomahawk)]]></author>
			<pubDate>Tue, 01 May 2012 11:58:00 +0000</pubDate>
			<guid>http://friendsinyourhead.com/forum/viewtopic.php?pid=20570#p20570</guid>
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