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Thinking Particles is a staple of productivity in the VFX Post arena. It has been said that TP alone has kept 3DS Max an independent product of the Autodesk Software Collection for so so long. Learn how to be productive in 3 hours!
Generally, its cmiVFX policy to put up a general introduction in video format. To Augment that, we will introduce your mentor and project status during this section of the video.
Basic User Interface, Navigation, Group Dynamic Sets, and Nodes are not just big confusing words, they all have significant meaning in the world of Thinking Particles. We will have a brief introduction to TP so that we can discuss why it's an essential tool for 3DS Max.
Basic Particle Generations is a good place to kick things off. We show you how to use different nodes, which will emit particles from points, geometrical mesh, and helpers. With these tools there are many ways of generating particles and we break that down in a easy to understand hierarchy.
The magic that brings a shot together, often through compositing, is the interaction of particles with the geometry in a tracked 3d scene. In this chapter we will take a look how we can generate particles on the surface and use it as an emitter so that it will help create a debris system.
Creating deflectors and bringing geometry inside of TP, is a key process in order to have interacted particles in a shot that came down the production pipe. In this chapter, we will discuss how to bring the external geometry into TP and also how to define them as deflectors inside TP.
This section of the lesson is an introduction to RBD inside TP and Fragmenting geometry with the Volume Breaker and Fragmenter. We will bring the geometry into Thinking Particles, then we will break it with the Volume Breaker node and destroy it using a unique shape collision operator.
In this chapter we will create a detailed wall destruction using TP. First, we will quickly model a detailed wall then fragment in RayFire and Volume Breaker node and blow it up. Then we will cache everything and put some materials into it and render it out.
Haji Gadirov is a 6 year CG Industry veteran that started as a generalist for a couple of years then worked in motion graphics for 2 years. After his time in Mograph, he transferred full time into VFX. Haji prefers freelancing for his career. He has worked on Man Of Steele, but spent most of his time working Broadcast Advertisements, however, he is currently Lead FX Artist on a unannounced game.
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