From Geometry > Particle Systems > Super Spray
use the super spray to make a super spray emitter
Next, From Viewport Display, choose Mesh. From Particle Quantity choose Use Total and enter 470. Under Particle Motion enter 3 for the Speed. Under Particle Timing enter -30 for Emit Start, 200 for Emit Stop, and 200 for Display Until. Under Particle Size enter 20
Still in Particle Size, enter 0 for Grow For, and enter 25 for Fade.
Under Particle Type > Standard Particles, choose Facing.
Choose 9 for spinners
Make sure the Particle Emitter is selected, and then press the Assign Material to Selection button. Under Shader Basic Parameters choose Face Map – every particle should have its own unique map. Under Blinn Basic Parameters, press the blank slot beside Opacity, so as to choose a map for the basic opacity material for the emitter
This is our basic shape for the fire. The smoke map gives the advantage of being applied as one continuous image on the particles, as if the particles were a single plane, and at the same time you have the option of Face Map toggled on for the use of other maps! Still, the edges of the particles are harsh and need to be smoothed
The mask map we will apply will omit the harsh edges of every particle; the black colour that the mask map will draw around a single particle will be regarded by Max as zero opacity, and thus we will have a smoothed particle with the map shown only on the white part of the mask In the Gradient map panel, under Gradient Parameters > Gradient Type, choose Radial. Click on the Color 2 slot and change to full white; click on the Color 3 slot and change to Red 128, Green 128, Blue 128, Hue 0, Sat 0, Value 128
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