Here you’ll learn how to create light flurries all the way to a full-on blizzard. ![]() Topics covered: XP Emitters, Particle Display & Color, XP System Object, Modifiers, Collisions, Spawning, Wet Maps, and Saving Presetsīuilding off concepts from the Rain Chapter, Jon continues the concept this time with falling Snow. Jon takes you through the creation of a simple rain particle setup then things get interesting as he shows you how to add collisions, dynamic splashes, and even wet maps. This is a great chapter to get your feet wet with X-Particles. Includes Bonus Appendix that covers features new to X-Particles 4.0 (Explosia, Fluids, and Cloth to name a few).Caching Workflows: Essential for speeding up your viewport and creating error-free renders.Better, Faster XP Renders: Best practices for renderingout your X-Particle simulationsand Trails.Get Granular: Data Mapping, Questions and Actions.Emission 101: Using different sources to drive your particle simulations(Polygons, Edges, Points, Volumes, and Textures).Geometry Collisions and how to manage them.Get Abstract: Generate particles from geometry or splines. ![]() Specific Effects including Rain, Snow, Build-On FX, Swarming, Morphs, FUI, and Texture-Based Emissionsįundamentals: See how X-Particles really works.You will get a full understanding not only of its many features but more importantly, you will learn strategies that will allow you to tackle complex particle animations. ![]() ![]() By the end of this training, you will have a firm grasp on X-Particles and how to fully utilize it on your next project.
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