In this tutorial, you will learn how to create realistic imprints, such as tire tracks or footprints, on surfaces like snow, mud, or other deformable materials. This technique can be used on a variety of objects, rigid or deformable, or even adapted into other interesting variations of your own!
‘Quick Tip’ – How to Create Awesome Looking Imprints Using 3ds Max 2009 & Thinking Particles 3
Jul 1st in 3D Art, Autodesk 3Ds Max by Cristian PopNote: click the 'Monitor' icon to view tutorial in full-screen HD.
Step 1
Create a Plane and change the name to "Deformable Plane".

Step 2
Set the plane's Length and Width to '140' and disable "Real-World Map Size".

Step 3
Move the "Deformable Plane" to the coordinates: x = 0, y = 0, and z = 0.

Step 4
Create a new plane, change the name to "Emitter Plane" and set the Length and Width to '120'.

Step 5
Move this plane to the coordinates: x = 0, y = 0, and z = 140.

Step 6
Press the 'A' key on the keyboard to turn on "Angle Snaps". Now, rotate the "Deformable Plane" by '25' degrees on the 'x' axis.

Step 7
Clone the "Deformable Plane". Set the clone type to "Copy", and change the name to "Deflector Plane". Press OK.

Step 8
Move the "Deflector Plane" to the coordinates: x = 0, y = 0, and z = -10.

Step 9
Near the "Deformable Plane" create a Cylinder. Set the Radius to '4' and the Height to '30'.

Step 10
Near the Cylinder create a Teapot. Set the Radius to '12'.

Step 11
Finally, near the Teapot create a Torus. Set the Radius1 to '13' and Radius2 to '3'.

Step 12
Go to the "Command panel > Create > Particle Systems > Thinking" menu, and place a "ThinkingParticles 3" icon in the Viewport.

Step 13
Go to the "Modify" panel and click "Properties" in the "Thinking" rollout. You can also use the hot keys of 'Alt + Shift + P' to open and 'Alt + Shift + C' to close the "ThinkingParticles 3" user interface.

Step 14
In the "DynamicSet Tree" view, select "Master Dynamic". Disable "Edit on the fly" to see the changes in real time. Enable "Show Mesh" to see the particle shape.

Step 15
In the "Particle Group Tree" view, click the "Create" button, under "Master System". Name the group "Objects" by clicking on the name "Group" two times (slowly). Next, you need to create a "Dynamic Set" to dictate what the particles do.

Step 16
In the "DynamicSet Tree" view, click the "Create" button, under "Master Dynamic". Rename the new "Dynamic Set" with the name "Generate", as you did previously with the "Objects" group.

Step 17
Highlight the "Generate" "DynamicSet", and then go to the right-hand side of the dialog, where you will see a new set of "Create" rollouts.

Step 18
Select the "Operators" icon, and then choose "Generator" from the drop down list.

Step 19
Select the "Matter Waves" node to highlight it, then click in the schematic portion of the "Wire Setup" view, to add this node to your "DynamicSet".

Step 20
In the "Matter Waves" rollout, on the right portion that appears, click the "Pick Object Based Emitter" button, and select the "Emitter Plane" in the viewport. Select "Objects" as your "Group" from the drop down menu. Change the "Particles / [s]" value to '2', the "Life Span" value to '300', and the "Speed" value to '0'.

Step 21
Minimize the "ThinkingParticles 3" interface. Now, set the "Animation Length" to '200', and play back the animation to see the particles emitting in the viewport.

Step 22
Maximize the "ThinkingParticles 3" interface. Highlight the "Generate" "DynamicSet". Go to the "Create" panel, and from the drop down list select "Shape". Add a "Geom Instance" operator, near "Matter Waves".

Step 23
In the "Geom Instance" rollout, click the "Pick Object" button, and select the Cylinder, the Teapot, and the Torus.

Step 24
Click on the "Born Particle" output of the "Matter Waves" operator, and drag a wire to the "Particle" input of the "Geom Instance" operator. Now these parameters are connected: when a particle is born, a random shape (cylinder,teapot or torus) will be assigned to it. Move the time slider to see the changes.

Step 25
In the "Create" panel, select "Standard" from the drop down list. Add an "Alignment" operator, and connect the "Particle" input to the "Born Particle" output, of the "Matter Waves" operator. Now the particles use random vectors for the alignment.

Step 26
In the "DynamicSet Tree" view, select "Master Dynamic", and click the "Create" button. Rename the new "DynamicSet" with the name "Dynamics".

Step 27
In the "Create" panel, click the "Groups" icon. Add the "Objects" group, in the schematic portion of the "Wire Setup" view.

Step 28
Click the "Operators" icon, and from the drop down list, select "Dynamics". Add a "Force" operator.

Step 29
In the "Force" rollout, change the "Strength" value to '-100'. Connect the "Objects" group to the "Force" operator. This will act like a gravity force for the particles.

Step 30
Create a deflector for the particles by adding a "PhysX" operator, and in the "PhysX" rollout, select "Objects" as your "Group".

Step 31
In the "Create" panel, click the "Helpers" icon. Add a "Node" helper, and in the rollout that appears, click the "Pick Node" button. Select the "Deflector Plane".

Step 32
Connect the "Node" output to the "Floor Node" input of the "PhysX" operator. Play back the animation. Now the particles should collide with each other, and with the "Deflector Plane".

Step 33
In the "DynamicSet Tree" view, select "Master Dynamic", and click the "Create" button. Rename the new "DynamicSet" as "Imprints". In the "Create" panel, click the "Operators" icon, and select "Tools" from the drop down list. Add a "Collision Map" operator.

Step 34
In the "Collision Map" rollout, click the "Pick Object" button, and select the "Deformable Plane". From the drop down menu, select "Objects" as your "Group" . Change the "Map Width" and "Map Height" to '512'.

Step 35
Click the "Select Record File" button, and select a path for the movie that will be saved. Name this "Collision.mov". Click the "Record" button. A progress bar will appear, and you have to wait until the simulation is complete. The "Collision Map" tool creates an animated map that contain the information of the collision between particles and the "Deformable Plane". Open "Collision.mov" to see this animation.

Step 36
You can now close the "ThinkingParticles 3" interface, and hide the "Deflector Plane" and the objects. Select the "Deformable Plane" and set the "Length Segments" and "Width Segments" to '100'.

Step 37
Add a "Displace" modifier from the Modifier List. Set the "Displacement Strength" value to '-10', and choose the "Collision.mov" file for the "Displacement Map". Change the "Blur" value to '0.3' and the "Map Length" and "Map Width" to '142'.

Step 38
That's all. Move the "Time Slider", and notice that the imprints follow the shape of the objects very well.

Final Effect
I hope you enjoyed this tutorial. Below you can see my final results.

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User Comments
( ADD YOURS )Kris July 1st
This is amazing!
( )Henry Bennett July 1st
Wow the end effect looks great! Excellent tutorial!
( )vasu July 1st
wow
( )elinix July 1st
really like the outcome its incredible keep up the great tuts
( )Casper Thomsen July 2nd
Awesome effect! My guess would be you could combine this one with V-RAY’s displacement instead and optain an even smoother result, since it will adapative subdive when you render.
Or you just need to give the plane alot of X and Y segments.
( )3d July 12th
or add oa turbo smooth modifier
( )excessid July 2nd
missing maya
( )Ian July 3rd
…and your point is what exactly? This is a 3ds Max tutorial… what’s the problem?
( )Rafael Guerra July 2nd
That is amazing!!!
( )This can be achieved in Cinema 4d with Rigid Body, i think. I will try.
Brandon September 22nd
any luck?
( )Cristian Pop July 2nd
ThinkingParticles is integrated in c4d, so I think you can use this tut…
( )Henrik July 6th
Very nice. more tutorials with thinking particles please
Henrik
( )tioac July 6th
Muito bom its fantastic!
( )Merlin30 October 22nd
The book s value to Lieberman appears to lie in its assertion of contingency and identity in theoretical terms. ,
( )