The One About 3ds Max Particles and Waterfalls

Ok, so “waterfall” is probably the wrong word…”politely controlled water feature” is a better description of what this tutorial creates. As far as architectural pre-viz though, it is about what you need. I am not sure the time invested for particle spawning, blurring shaders, and weeks of tweeking will pay off in dramatically improved visualization results for your architectural project…well, unless your design is a waterfall. In that case, this tutorial would only cover the first .05% of what you need. Digression off – the key element here is the introduction of particle systems. They are an amazing set of tools that can add secondary motion and features to your animations and visualization work. Learn them and use them because particles are good for your soul.

-dave.

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One response to “The One About 3ds Max Particles and Waterfalls”

  1. Bosstiger says :

    Reblogged this on Gigable – Tech Blog.

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