Particle systems are complex 3D procedural generated objects. They are not true objects, but rather a deception of the system to reflect them. Particles are utilized to represent many natural-occurring phenomenon such as clouds, flames, dust, smoke, water, and many other elements that have unique attributes and are often dynamic rather than static. I utilized a 3DS Max 2012 plug-in known as Caveman for the creation and manipulation of the flames. Overall, considering my lack of skill with particle systems and their complexity, I am pleased with the end result aside from the end of the smoke particle lifespan issues. Nothing a little tweaking won't solve.
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