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Chapter 18. Particle Effects

By Sean Bonney

As we saw in the previous chapter, the particle capabilities in 3ds max 7 allow for an open-ended customization of particle behaviors. Creating a school of flying fish, for example, that trail purple smoke and explode into a cloud of tiny fish clones is simply a matter of building the proper Particle Flow setup. But what if we want those fish to change color or reverse direction when they approach a boat that has a changing path? Or if we need that boat to lower its anchor when a particle fish jumps over it? We will explore these sorts of complex relationships in this chapter.


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