Topic: 3ds Max and Particle Flow
Is anyone here a user? I'm trying to replicate the Doctor Who intro with the space/time vortex, and thus far, It'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.
Here's a crude, rough test. It runs for about 30 seconds, but you get the gist of it after like...3. Nothing's really set in stone here, but I'm looking for a few pointers.
I'm using 3DS Max 2012 with Particle flow. There'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.
It's really boggling, since there are millions of particles, and they're not exactly rendered with lightning speed. It's more like a 1929 DeSoto.
Any help is appreciated. Like, tips on how to do it without particle flow, or with less particles.
-EDIT: Feel free to move this to the creations board.-
Last edited by Tomahawk (2012-05-01 12:07:23)