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WATER  FO
OUNTAIN TU
UTORIAL 

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

  prepared by:   arrch ronel k. pabico (( rpadc2002@yaho
oo.com)                             
Page 1 of 9
 

On this tutorial, I will show you how to make water fountain from reactors.
Not more skills are required, only your basic knowledge on 3d max.
 
1. Download the scene file fountain_start.max on this thread, or the model
fountain .3ds. If you haven’t you can create your own model for the
fountain source. Any model will do. To start set some 3d max parameters
just like the following: set the units to meter, and the renderer to scan line
( for the meantime we will use scan line because we will do some series
of test render.)

2. From the command panel, browse on create , particle system, then


select super spray. Or from the Menu Bar, select Create then browse
on Particles then Super spray.

Drag anywhere from the top viewport as if you are creating an


icon ( round icon image with upside arrow) just enough for you
to see and handle it. From the top viewport, move the super
spray icon on the center of the stone fountain model, and from
the left view port, move them vertically on uppermost part of
the stone fountain.(see figure below)

  prepared by:   arch ronel k. pabico ( rpadc2002@yahoo.com)                             
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  prepared by:   arch ronel k. pabico ( rpadc2002@yahoo.com)                             
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3. With the super spray icon still selected, go to


modify panel and adjust the some basic
parameters as shown on the image sample. Now
play on the time slider, move it along on say on
frame 10. You can see how the fountain works.
However, you can adjust any parameters as long
as it suffice and fit on how the fountain looks like.
For the tutorial to make not more complicated, let
us leave some parameters in its default state.

Off Axis- affects the angle of the particle


stream off the Z axis (along the plane of the X axis).

Spread - affects the spread of the particles away


from the emission vector (along the plane of the X
axis).

Off Plane- affects the angle of emission about the Z


axis. This has no effect if Off Axis is set to 0.

Spread - affects the spread of the particles about the


Off Plane axis. This has no effect if Off Axis is set to 0.

Speed - the speed of the particle at birth, in units


per frame.

Variation- applies a percentage of variation to the


speed of emission for each Particle

  prepared by:   arch ronel k. pabico ( rpadc2002@yahoo.com)                             
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4. As you move the time slider, the more the fountain goes up, now let us control over it. From the
Command panel go to Space Warps, then to Forces and select Gravity from the list.

Then on the top view port drag anywhere. Then on left viewport, move the gravity icon on top of the water fountain
you have created just enough on how the water goes up. With the gravity icon still selected, go to main toolbar and
select bind to Space Space Warp. See the figure. Drag to link the gravity to the super spray. Then adjust some
basic parameters

Strength- this will determine


the upward force super spray
particles behavior, the more
amount, the particles will
suddenly goes down, the lesser
amount, the lesser it will goes
down. Adjust and play around
for the strength amount until it
satisfy how the your fountain
goes up.

Decay- when Decay is set to


0.0, the Gravity space warp has
the same strength throughout
world space. Increasing the
Decay value causes gravity
strength to diminish as distance
increases from the position of
the gravity warp object.
Default=0.0.

  prepared by:   arch ronel k. pabico ( rpadc2002@yahoo.com)                             
Page 5 of 9
 

5. Now that we set already the upward strength of the fountain, the problem now is how it falls and reach the
surface. From the command panel again, go to Space Warps, choose from the list Deflectors then select Deflector. Or go to
the Menu Bar – Create - Space Warps – Deflectors – Deflector.

6. Then on top viewport drag a Deflector reactor (rectangular shape) on top of the stone fountain just enough
to cover it size. Name this deflector 1. While the deflector still selected, go to main toolbar and click Bind to Space Warp,
then drag the deflector 1 to Super Spray Reactor. On left view port, move the deflector on its y-axis just on top of the water
on the stone fountain. Then on modifying panel, adjust the bounce amount at least 0.3, with a variation of 4.0% and friction
to 10%. Now
play on time
slider and
observe now
your fountain
how it behaves
and reacts to
the deflector.
The particles
bounce as it
touch the water
surface
(deflector). You
can adjust the
amount as you
like. But
observe the
height of the
fountain balance
with the
downward force,
theoretically, not
much bounce
will occur.

  prepared by:   arch ronel k. pabico ( rpadc2002@yahoo.com)                             
Page 6 of 9
 

7. Now, as you observe, after the particles bounce on the first


deflectors, it goes down on beneath water pond surface. Now
repeat the process of creating deflectors (name this deflector 2),
but now make it more bigger enough to cover the water pond
surface. From the left viewport, move it just on top on the water
pond surface. Make the bounce amount to 0.1, for its
gravitational downward force already lessen. Now play on time
slider how it works. Save your work.

8. We already completed the water fountain, from start until it goes


down to the water pond. Now the water from the fountain not all
goes down directly to the lower surface, it stored up in the stone
fountain until it overflows down to the pond. Now freeze all other
objects and unfreeze the model water top. It is the stored water
in the stone fountain. Then on command panel browse on

Particle system, then form the list select PArray. From


the top viewport, drag anywhere on the screen just
enough for you to see the PArray icon. (see figure
below)

  prepared by:   arch ronel k. pabico ( rpadc2002@yahoo.com)                             
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  prepared by:   arch ronel k. pabico ( rpadc2002@yahoo.com)                             
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9. While the PArray icon is still selected, go to modifying panel, click select object then select the water top model. This will make the water top
model as a water source for overflowing water.

10. Then activate the left viewport, select the water top model, right click and then convert to poly. Maximized the viewport, then click polygon
and select the all around edges of the water top model by window crossing across the edges, see image sample. Then click on the small box
opposite the polygon on the modifying panel so the selection is still active as you goes on. Select again the PArray icon and from the
parameters,
select check
the box Use
Selected
SubObjects.
This mean
that the
overflowing
See enlarge image below 
water will only
comes out on
this side and
not to the
whole object.
Then adjust
some basic
parameters as
seen on the
figure.

  prepared by:   arch ronel k. pabico ( rpadc2002@yahoo.com)                             
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