Quick Tip: ‘Grid Cubes’ In 3D Studio Max With Thinking Particles

Quick Tip: ‘Grid Cubes’ In 3D Studio Max With Thinking Particles

Tutorial Details

Final Product What You'll Be Creating

In this quick tip, you’ll learn how to create a “Grid Cubes” effect using 3d Studio Max and the power of Thinking Particles, inspired by the Cube World Effect video from the Cebas website.


Step 1

To start, Create a box with the following parameters in the viewport. We’ll generate the grid cubes inside this box.


Step 2

Create a TP particle system in the scene.


Step 3

Open the TP user interface. Highlight “Master Dynamic” and disable the “Edit on the fly” option, to see the changes in real time. Also enable “Show Mesh” to see the particle shape and Change the “Particle Display” to “None”.


Step 4

Create a TP Group and name it “Cubes”. This Group will store the grid particles.


Step 5

Now let’s create the rules. Create a DynamicSet and name it “Born”.


Step 6

Create a “Born” operator. Send the newly born particles to the “Cubes” group and set the “Particle Amount” to ’5000′. Use the “Pistol Shot” option to generate all the particles at the same time.


Step 7

Add a “Std Shape” operator and choose “Cube” for the particle’s shape. Connect this operator to the “Born” operator (Born Particle > Particle).


Step 8

Now, Create a “Size” operator and Set the “Size” to 2.5, then connect this operator to the “Born” operator (Born Particle > Particle).


Step 9

Create a new DynamicSet and name it “Grid Position”. Create a “Cubes” group and a “Position” operator and connect them (Particle > Particle).


Step 10

Create a “Volume Pos” position helper, and Enable the “Raster” option and set it to 3. Connect the “Position” output of the “Volume Pos” operator to the “Position” input of the “Position” operator.


Step 11

Create a “Node” operator and select the “Box” object. Now, the particles are positioned inside the “Box”.


Step 12

Select the “Volume Pos” operator. And Under “Mask”, add a “Noise” map to the slot and increase the “Threshold” value.


Step 13

Now, connect the “Cubes” group to the “Volume Pos” operator (Particle > Particle), otherwise the “Volume Pos Mask” won’t work.


Final Result

And this is the result. I hope you enjoyed this tutorial.

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Discussion 8 Comments

  1. Tanishq Dubey says:

    Great tut, it would be even more helpful to explain what each thinking particle operator did, but otherwise great job!

  2. McJaews says:

    It’s quite embarrasing but I’m stuck at the second step. Maybe you could tell us what the tp particle system is or where to find it in 3ds Max.
    I’ve tried searching tp and such in the program search bar but it comes up empty.

  3. Rodrigooasis says:

    Sorry but i tryied 2 times the tutorial and nothins happened just some cube appers inside the box.. but what more i need to do? tkz

  4. Rodrigooasis says:

    So here is my result, im sorry but i dont know , where i did wrong, can one can see this plz?

    http://img827.imageshack.us/img827/6522/tutorialf.jpg

    • Cristian Pop says:
      Author

      Hey Rodrigo

      This quick tip shows you how to create a static version of the Cube World for cebas. The animated version needs a more complex tp setup.

    • John Agnew says:

      Hello Rodrigo sir, I had the same problem as you at first with the blocks just lined up, make sure that you create the “grid position” Dynamic within the “Born Dynamic” Think you have to press create while the Born Dynamic is still selected and it will appear under Size. This should create the same effect as the tutorial if everything else is right.

      Cool Tutorial by the way, attempting to recreate a logo in a Minecraft style using this method at the moment!

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