Particlelights_14

Sometimes is necessary to drive 3ds max objects after particles. In this mini tutorial we will look into some interaction between PFlow and VrayLights.

  1. First of all, create some Particle Flow setup.
  2. Then create VrayLight with desired options, let’s name it VrayLightRedd and make 40 copies.
  3. In PFlow add Script Operator wich will drive vraylights after particles:

on ChannelsUsed pCont do
(
    pCont.usePosition = true
    pCont.useScale = true
)

on Init pCont do
(
    global Vlamp = $VrayLightRedd* as array
)

on Proceed pCont do
(
    count = pCont.NumParticles()
    minCount = amin #(count, Vlamp.count)

    for i in 1 to minCount do
    (
        pCont.particleIndex = i
        Vlamp[i].pos = pCont.particlePosition
        Vlamp[i].multiplier = 20
        Vlamp[i].size0 = 14
    )
)

on Release pCont do
(
)

El_screen02_El_screen01
El_screen03

4. Now you can change any VrayLights parameters through maxscript.

Tip: to know what can be accessible from maxscript, just select any VrayLight object and execute in Listener Show $

 

In scene below you can look at how to make VrayLights automatically, randomize some values and configure Vray Physical Camera to render even some disco-style particles :)

3ds max 2011 scene:

Download (93 KB)

One Response to “tutorial: Vray Particle Lights”

  1. karo, Reply

    Aciu, labai dekingas esu.

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