Brug en deflector til at stoppe sneen med.
Hvis du bruger Pflow i 3ds max er her en god lille tutorial som du måske kan bruge som udgangspunkt:
http://www.i-flush.com/index.php?name=News&file=article&sid=11For particle flow beginners:
Particle setup for rain/hail in 3ds max 6 or later using pflow.
The tutorial won't go into adding shapes and materials, only the particles animation.
Click READ MORE to continue.
1. Reset or open 3ds max 6 or later.
2. TOP VIEWPORT : CREATE a PLANE
-width: 2000 -length: 2000
3. CREATE a UDeflector (=>create => helpers => deflectors)
-position anywhere on the screen;
-go to the modify panel and click PICK OBJECT and choose the PLANE you
just made.
/the Udeflector will make the plane act as a deflector.
-still in the modify panel, adjust the bounce to something between : 0.2 -.05
give it some variation and chaos, as well as some friction.
4. before setting up the actual particle system. Let's make some space warps:
CREATE a GRAVITY space warp (rotate it to point down, duh )
CREATE a wind space warp ,poiting to one of the sides
-strength : range between 0.3-1.5
-turbulence : between 5 - 10
5. Press 6 to get into particle view, now we will create the pflow system.
-on the bottom is a screen with all the operators, tests...: DRAG
out 'Standard Flow' and place it in the open space above
-Set the emit start to somewhere around -20 , the stop to where you like.
AMOUNT to something between 500-2000 depending on your computer's
power. If you want you can have some more frames. Adjust the length in
time configuration.
-By now, in the viewport, a little flat icon should have appeared. Enlarge it
with the scale tool, to something a little smaller than the plane. and position
it above the plane.
-Back in particle View, delete the Speed operator, the rotation operator, and
the shape operator. (Leave in the shape operator if you plan on using
metaballs for rain, or maybe adjust it to spheres for some hailstones)
-Attach a force operator and add the gravity and wind space warps to its list.
-Now attach a 'collision' test, then add the Udeflector to its list.
By now you should see particle bouncing on the plane if you preview Very Happy
6. press 6 to get into pview agian. now DRAG out a 'spawn' test. Release it
somewhere in the empty space (very important)
-now, connect the output of the collision test to the input of the spawn test.
-let's modify the spawn test : crank up the offspring to 15-30 ; variation prety
high , about 40% ; under 'speed', crank up variation and divergence.
-then add a delete operator after the spawn test, to prevent particles from
flying off again.
7. DRAG out a force operator into some blank area and connect its input to the spawn test you made last. add the gravity space warp to its list
-also add a collision test (add the udeflector) and a delete operator , set to 'by
particle age' and put age to 20.
now you should have particles colliding with the plane, then spawning more particles on impact, which eventually die off. Nice setup for rain or snow or whatever. For motion blur, go into particle view, right click the name event01 (the one with the teapot) and choose properties, then activate image or object motion blur and click ok.