In this tutorial for 3ds max we'll finalize the Playing with Krakatoa series. We'll continue to work a little bit on PFlow setup, trying to find the best compromise in rendering using Krakatoa. Then we set the shading properties in Krakatoa finding a good look with not so much particles in rendering to be fast, and we'll add some different colored light sources. Final step will be to move the frames in Combustion to play a little bit with different tools to find our final look.
In this new tutorial coming from CGCookie, we'll take a look on how to use Particle Flow in 3ds max 2010, to assembly and disassembly objects. This kind of effect can be really useful, a typical case can be the bats forming the Batman logo and then flying away after some seconds. We'll see how to use the "Find target" event to
control particles moving to a specific point or all over a given mesh. We'll see how to morph the particle shape during the animation, and how to create a mesh just
using particles via the "Shape mark" event, useful in many cases, for example to create rain,
dust, gun dust, wet maps and a lot of stuffs.