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In this Citizen video for 3ds max, we’ll talk again about particle systems trying to simulate a rain system over a car and focusing on more advanced topics.
What we’ll do
In this video we’ll prepare a rain system and we’ll simulate what happens when rain collides with a car body. We’ll use Particle Flow to create basic particle falling down, and to simulate the speed of car movement, we’ll use just a Wind space warp. First part of the rain system will be really simple, because it will just calculate the collision with the car mesh, (using an optimized version to speed up calculation), so if you like to add splashes or something like that, you can check our past tutorials on this topic. Then we’ll simulate what happens when water is on the car moved over its surface by wind and turbulences, simulated by a wind space warp and some additional nodes. Spawning will be useful to simulate water behaviour and to make it moving over the car we’ll use the Speed by surface event. At the end we’ll use Thinkbox Frost to create the rain mesh.