At the core of the Modo pipeline resides an extremely powerful dynamic simulation and particle effects engine. In this course, we'll take an in-depth examination of the moving components of the Modo particle system, hard and soft body dynamics and the rendering pipeline for these exciting effects. The Modo particle system has a strong core of features that will allow us to easily create an array of emitter types, particle modifiers, collision effects, flocking and particle terminators.
In addition to exploring the Modo particle system, prof Pat Crandley will share some invaluable production techniques along the way as we explore scene management, object referencing, the role of the gradient editor and how the new animation workflow can be used to animate, simulate, and render particle effects in Modo.
Pat Crandley has been a 3D modeler, animator and editor in the computer animation and visual effects industry for over 10 years. Crandley served as the Post-Production Supervisor for the 3D Animation department at MTV and oversaw the production of a computer animated series called Video Mods. He also worked as the lead modeler and animator for a series of commercials for Coke, Mike’s Hard Lemonade and Debers Diamonds. He recently finished working at Peppers.TV as the Senior 3D Artist and Technology Geek. Currently, Pat is teaching the next generation of 3D modelers and animators at Sacramento City College and The Art Institute of California: Sacramento.
This course will begin with an overview of the replicator system. Many of the core components of the particle system stem from Replicators, so we'll explore the simple, yet powerful, set-up procedures for adding Replicators to our scene. In addition, we'll also take a look at the animation layout and briefly discuss the process of animating in Modo.
In order for us to quickly populate our scene with particles, we need to understand the basic simulation system in Modo. We'll explore the the different simulation types, their features and the best production pipeline for adding simulations in to our scene. Through this process of learning how to generate simulations in Modo, you'll learn how to simulate rigid body dynamics in Modo.
Now that we have a basic understanding of how the Modo simulation engine operates, let's begin to explore the different emitters types in Modo. The array of emitters types will allow us to create a huge spectrum of effects, so lets explore these unique items in Modo. Emitters, Radial, Curve, Surface, Source.
Collector Emitters are simulations that are based on the result of another simulation. Through the complex network of schematic nodes, we'll create compound particle effects in Modo. Let's check it out!
At times, we want the parameters of our particles to be effected by events within our 3D scene. We'll look at that role of Terminators and discover how we can filter events within our scene to kill our particles or spawn new particles. Paired with Falloffs, Terminators are an exciting addition to the particle engine in Modo and ultimately allow us to create dynamic particle effects.
We take a look at how to apply forces within our 3D scene. The Modo particle system allows us to create a series of intricate forces that will influence our particle simulations in some really awesome ways. Let's check it out! Any force item can be linked to a particle simulation as a filter. Particles will accelerate based on the strength of the force at their location and their mass. These are the same forces used for rigid body dynamics.
At the core of the Modo particle system resides a powerful engine that allows us to intelligently parse particle simulations on rules, or expressions, within the scene. Adding Particle Modifiers to the schematic layout of our scene can instantly change the complexity, accuracy and creative result of our particle system.
The Particle Operator is a general filter modifier type item that can be used to process and modify all particles in a simulation based on user selected Features. Let's take a look at how we can set-up our scene to include this exciting new addition to the Modo particle system.
We are going to talk about Flock and Dynamic Colliders. Flocking is a particle operator that creates forces between particles that produce distinct particles groups or clumps. The Dynamic Collider has no user adjustable attributes in the Properties panel, it is merely meant as a bridge to share data between a particle simulation and a soft or hard-body dynamics simulation when calculating collisions between them. This allows users to control which simulations are necessary to share data, which can save valuable calculation time for complex simulations of all types. Let's take a look!
We wrap up our introduction to the particle system in Modo by addressing a few strategies on rendering particle simulations in Modo. Rendering passes is easy to setup in Modo, so lets take a moment to explore this feature.