Particle gradient fall off
#2
You can use gradient ramp texture, and position object operator (by texture), to distribute denser particles at the begin, and low density at the end.

If you mean distribution as "fall off" 3Ds Max procedural, I think that's not possible, because fall off map is view dependent, and it basically works only in render.
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Messages In This Thread
Particle gradient fall off - by zoomorbit - 01-05-2022, 09:30 PM
RE: Particle gradient fall off - by d4rk3lf - 01-06-2022, 10:56 AM
RE: Particle gradient fall off - by zoomorbit - 01-18-2022, 08:48 AM

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