Creating grass land using pflow

 

 

Hello friends.. I just love pflow and have used it in lot of my projects. Here i would like to share with u a very easy method to create a grass land in 3dsmax using pflow. It is some what similar to scatter but more flexible than scatter and u can create your own variations easily. I will be using some operators here

 

Shape instance operator

Shape Instance creates particles whose shape is based on a reference geometry object. The object's animation can be synchronized with particle events.

 

Position Object

Position Object places particles on a set of reference objects.

 

Split Amount

Split Amount checks numerical particle property, and sends to the next event either a fraction of particles, or every Nth particle, or the first N particles, or all the particles  after the N first.

 

 

 

 

1. First of all lets start with creating a cone of sides: 6 radius1: .6 radius2: 0 and height: 40. A bend modifier should be applied to the cones. You can even go lesser on the sides if it gives u the result u want.  U can also create another cone bend in a different angle. Now we have a Cone01,Cone02 and a Plane01 U may name these to Grass1,Grass2,Terrain respectively since i strongly would advice u all to use naming conventions whenever possible, which can save u a lot of time. Using a cone gives u a 3dimension to the grass. rather than using a plane. Also create a plane with length: 200 Width: 300, Segments 12*12 and apply a noise modifier with the settings as shown below. Also apply a turbosmooth modifier to it.

 

 

 

 

2. Create a particle flow source. In the Main menubar - Create>Particle>particle flow source (Particle flow is an event driven particle system and it gives us more control over the particles than the ordinary particle systems in max which are non-event driven) Press 6 or select the pflow icon and go to the modify panel and click on the particle view button. You will get a window as shown below

 

 

3. These are the default operators that u get in particle flow. We shall replace some of those with operators from the operators depot to get our desired result . I have marked in the image below where all operators have to be replaced with new ones. eg the Position Icon operator will be replaced with the Position Object operator by left clicking and dragging the Position Object operator from the operators depot on to the Position Icon operator in event 01.U will see that a red line appears on top of the Position Icon operator, release your left mouse button then. Similarly, change the Shape operator with Shape Instance operator.

 

  

4. First click on the Birth operator and change the emit stop to 0. Now all 200 particles will be emitted at once rather than one by one. Also give a particle amount of 1000( Depends on how much u need and how much area u need to cover).

 

5. Click on the Position Object operator, on the right side u can see its properties in the Emitter objects rollout. Click add and select the terrain. U will see that the name of the plane(Terrain) appears in the dialogue box there. See to it that the Lock On Emitter option is also ticked or else the particle will fly off when u play with the animation slider.

 

6.Change the Shape operator to Shape Instance operator, after that Click on the Shape Instance operator in the event and in the properties on the right side, click on the none button under particle geometry and select the grass1. U can see that lots of ticks  get scattered all over the plane. Click on the Display operator and in the type select Geometry which will reveal the grass mesh. You can also change the color to green or apply a material by adding a material dynamic operator.

 

U can see that all of the grass blades are bend in different directions and some even go under the terrain.To rectify this Problem. Click on the Rotation operator and in its properties change the orientation matrix to world space. Which aligns the particle according to the world axis and makes it stay perpendicular to the terrain.

 

7. This seems a bit unrealistic cause all grass are standing upright and steady like an army of soldiers :) so to break the monotony u can first click on event 01 and right click and select copy and paste it anywhere in the open space nearby, which will create another event 02. Delete the birth operator of event 02.

 

8. Add a Split Amount operator to the event 01 below the birth operator. Create a connection from the Split Amount to the event02. In Event02 select the shape instance and select grass2. Now u can see how much the scene as changed. Cool isn't it. U can even copy the Event 02 and create another Event 03 and add split amount to Event 02 and connect the Split Amount to Event03 and select another grass3 as object instance.

 

9. In the shape rollout of both Events u can play with the size and variation to create your own realistic grass scatter.

 

10.There is also some specialties about position object operator select the position object operator change the location from surface to vertices or edges try it out and see the difference. There is another option below location called density by material Tick on it. It will be grayscale by default. Apply a checkered texture to the terrain and see what happens (You will have to move the animation slider a bit to see the result).

 

11. Drag a material dynamic operator into Event 01 open the material editor by pressing M and create a material for the grass select the material dynamic operator, which will reveal the operator properties on the right side. From the material editor click on the material slot u created and drag it on top of the none button in the material dynamic property. Acommand will pop up which says instance or copy select instance and click ok cause whatever change u make in the material editor will bein sync with that of the material dynamic in the particle view. For the other events do the same. Variate the color of the grass material a bit, which will give u a more realistic look.

 

I hope this has been very much of an interesting and useful tutorial to you all.  THAT’S ALL FOLKS

 

thank you.

Ranjit Menon.K

 

For any comments related to this tutorial

You may contact me at

ranjitmnn@yahoo.com

ranjitmenonk@gmail.com

(3D artist/ Production co-ordinator/R&D)

(Auriga Multimedia)