From the course: 3ds Max: Tips, Tricks and Techniques

Unlock this course with a free trial

Join today to access over 22,600 courses taught by industry experts.

Rendering particles with Arnold Standard Volume

Rendering particles with Arnold Standard Volume - 3ds Max Tutorial

From the course: 3ds Max: Tips, Tricks and Techniques

Rendering particles with Arnold Standard Volume

I demonstrated how to use a 3D texture to drive the positions of pflow particles. This week, we'll revisit that technique and build on it to create volumetric clouds. If you want to render pflow particles as a volume in Arnold, there are some special steps you'll need to take. In this scene, I have a particle emitter box sized up quite large to fit a one-square kilometer terrain. we can see that it's on the order of one-square kilometer. So, quite large. Advance to frame one in the timeline and we see some pflow particles appear. Let's open up the particle view, select the pf source icon in any viewport. And in the modify panel, click particle view. The position of the particles is driven by this position object operator. Select that, and in its parameters, we can see that the emitter box is its emitter object, and it's emitting into the volume, and it's taking the density from the material applied to the box. Let's open up the material editor as well. Here's the material network…

Contents