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Digimation Particle Studio Review
 

A Review of Particle Studio®, A Digimation Plug-In for 3D Studio MAX®

Everything You Ever Wanted to Do with Particles, but Were Afraid to Try

By Michael Hurwicz

Particle Studio is an Editor's Choice Winner!

July 1, 2000

 

Test System:
Compaq AP550, Dual Pentium III 733MHz, 256MB RAM, Quantum Atlas V 18GB hard disk, Adaptec Ultra3 SCSI interface

Particle Studio is the most sophisticated particle generation system available for 3D Studio MAX. It's a follow-up to Sand Blaster, and it's used for the same thing: animating particle systems. If you've worked with 3D Studio MAX particle systems (e.g. Spray, Super Spray, Snow, Blizzard), most of the foundational concepts and the terminology in Particle Studio will be familiar to you. However, on that foundation, Particle Studio builds an entirely new structure that allows you to make particle systems do all kinds of amazing things with much less work than before. (See "New Features in Particle Studio" below.)

The two main features of Particle Studio lets that make your work easier are a new user interface called the "Event Map", and a "Quick Setup" feature.

Event Map

The Event Map looks like this:


Of the three columns, the middle one is the heart of the interface. The blocks in the middle column, with the gray arrows pointing downward between them, are "events". An event describes the behavior of the particle system at a particular time, or over a given span of time. The little blocks within the events are "elements". Elements define the characteristics of particles (e.g. material, mapping, orientation) and everything particles do (e.g. birth, death, spawning, speed, transforming into an object).

For example, at the bottom of the middle column, "Go To Target Position" is the title of the event, while "Time: 40-50" is the first element in that event.

When you work with Particle Studio, you basically perform three types of operations:

  1. Creating events
  2. You create events using the Events rollout (at the top of the left hand column). Either you're creating the initial event, or you're appending events.

  3. Adding or deactivating elements
  4. You add an element to an event by drag-and-dropping it from a rollout in the left hand column to an event in the middle column.

    For instance, to apply a material to an event, you click on the "Material" element in the "Material & Mapping" rollout (just above "Miscellaneous"), and drag-and-drop it into the event. You can see, for example, that a "Material" element has been added to Event #01 at the top of the middle column.

    Rather than deleting elements, you deactivate them with a couple of mouse clicks. That grays them out but leaves them just waiting to be activated again with a couple of mouse clicks.

  5. Changing parameters in elements
  6. It wouldn't be 3D Studio MAX without lots of parameters. To satisfy 3D MAX's thirst for parameters, when you click on an element, it turns green and its parameters show up in the column on the right, like the "Position:Postion02" element in Event #02.

I like the fact that the Event Map interface lets me see the whole particle system animation from beginning to end, and that I can edit parameters without having to give up that overview. It's really very difficult to get lost while working in this interface. Admittedly, I found that this interface could lead to unexpected results in virgin hands. I crashed it a couple of times. On the other hand, considering the complex animations it allows you to build in a short time, it's a neat and clean interface. It took me a few hours to get comfortable with it, but after that I was really happy with how quickly I could get useful results.

Quick Setup

"Quick Setup" gives you a bunch of pre-built, ready-to-use particle systems that you can modify and build on.

Here's the "Quick Setup" dialog box:


When you click on "Pick Object(s)" at the bottom of the dialog box, you are prompted to select the necessary objects, such as the reference particle, the emitter and the target for the particle system. That's all you need to do to get a working particle system. Once you've got the particle system, you can play with it by changing parameters, adding and deactivating elements, or adding and deleting events.

"Quick Setup" is a great feature, especially when you're just starting out and haven't created a lot of your own event maps yet to use as templates.

The Price of Power

There are many other nice features in Particle Studio, including, for instance, the "Time Table" that lets you view your events in a schematic view, so you can see how different events relate in time. This is a nice feature to have, since getting the timing right can be tricky.

One price of power is complexity. Particle Studio doesn't come with four inches of manuals, like 3D Studio MAX, but 158 pages isn't too bad for a plug-in! Of course, a lot of that is screen shots. And you can also skip a lot if you're already familiar with particle systems. The point remains: this is a complex plug-in, one whose capabilities I will be exploring for some time to come.

By the way, the documentation is good and complete, with several useful tutorials.

The other price of power is ... the price: Suggested retail is $595.

===================================>
 

Footnotes

Particle systems: Large collections of similar objects behaving in a similar fashion. Typical examples: rain, snow, hail, or groups of creatures such as swarms of bees, flocks of birds, herds of grazing animals, or schools of fish.

New Features in Particle Studio (Compared to Sand Blaster): 

(The following is from the Particle Studio manual.)

1. Event Driven Paradigm. Instead of having to define how your particle systems work using keyframes and space warps, you can now define particle systems based on events over specific time intervals. Each event is composed of a series of smaller elements that define what the particle system does during that event.

An example of an element is the birth element, which controls how particles are formed.

2. Event Map. This is a floating dialog box that provides a new interface for working with PS particle systems. Along with the new interface comes a new workflow. The event map contains a schematic view of the events in the system, an element list for adding or removing elements from events, and a set of controls to manipulate the events themselves. Everything in Particle Studio can be edited in the Event Map or the Modify command panel.

3. Improved Particle Workflow. Workflow is improved through both the use of the Event Map and the newer methodology of creating particles with an event driven paradigm. To further enhance workflow, many preset particle systems are built in and ready to use through the quick setup.

4. Time Table. Now you can view your particle events on a timeline very similar to TrackView. This provides you with a graphical way of defining start and end times for particle events.

5. True Object Fragmentation. No more exploding planar faces. Particle Studio now creates true 3d object fragments with user definable thickness. Objects that are now disassembled or exploded look much more realistic.

6. Anti-Collide. Ever wanted to create a flock of birds or a school of fish where all of the birds or fish remain a set distance apart from each other? The anti-collide feature of Particle Studio enables you to do this and more.

7. Space Warp Activation/Deactivation. Have you ever wanted to use a space warp on a particle system, but only for a few frames? Particle Studio now provides you with the ability to enable and disable any linked space warps at any given time in the animation. This brings you precise control over many types of special effects.

8. Improved Mapping Control. With the addition of true object fragmentation and better control over custom objects, you might think mapping might become a concern. Not so, Particle Studio now provides you with 3 different ways of handling mapping between particles, emitter objects, and target objects. You have complete control over how the mapping coordinates are translated from one
object to another.

9. PS Helper Objects. Particle Studio now makes use of helper objects to help control how particles are assembled into object, disassembled from objects, or to hold mapping coordinates. This provides you with a higher degree of control over the particles and their motion.

10. Improved Object Control. You now have better control over the use of custom objects in a Particle Studio particle system. In addition, you now have controls to determine how objects are transformed from one shape to another. Together these provide you with better control over the entire process.

11. Snapshot. A better snapshot system has also been incorporated allowing you to convert particles over to 3d geometry. This new version has been enhanced to provide you with better control over how the geometry of custom particles are converted to geometry.

Resources and References

 A good in-depth description of Particle Studio, with AVI examples.

 A description of Particle Studio by the folks who created it.

 Download a demo of Particle Studio


More Information on Particle Studio

Windows System Requirements
3D Studio MAX plus
2MB Free HD space for installation

Estimated Street Price
$520.00 (US) Average Selling Price
 
 

Copyright 1999 Michael Hurwicz, All Rights Reserved



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