![]() The first particle stream generates spheres and the second particle stream generates quads. The following figure shows the schematic and the result of bouncing particles into another particle stream where the first particle stream continues after bouncing off an image surface. If you set the Spread to less than 180, you can also control the rotation of the second particle stream using the Friction field in the Particle Bouncer menu. Set the Spread and Spread_V channels to control the spread of the second generator.In the Channel Editor, open the second particle generator folder to reveal the properties folder.In the Particle Generator menu, set the particle generator's other properties as appropriate.Add another particle generator by double-clicking the Particle Generator node in the Node bin.In the Particle Bouncer menu, select Generator from the Bounce Type box.In the schematic, select the Bouncer object.Create a schematic that bounces particles off an image or a bouncer.To make bouncing particles generate another particle stream: The following example illustrates the Generator bounce type. There are two different effects that you can create depending on your bouncer's settings. But really it's such a late reply - Andy's right - do it in 3d - better yet, get someone else to do it in 3d. The trick is to make the particles all stop at the same time if they have varying lifetimes and were birthed/emitted at different times. For example, use this technique to give the effect of water or sparks bouncing off an image. This will allow you to emit particles at speed which can then slow down. When bouncing particle off a bouncer, you can generate a second stream of particles. You can also use Stretch values to reverse the effect that scaling the apparatus had on the flames.Particles Bouncing into Another Particle Stream Use the Stretch parameter to scale only the flames inside the apparatus. Use non-uniform scale to change the boundary of the effect and scale the shape of the flames. ![]() You can combine Stretch with non-uniform scaling of the apparatus. Values greater than 1.0 stretch flames, making them long and skinny. Values less than 1.0 compress flames, making them shorter and thicker. Stretch works best with Tendril flames, but you can use it to give Fireballs an oval shape. Stretch Scales flames along the Z axis of the apparatus. Fireballs are well suited for explosions. The flames orient along the local Z axis of the fire apparatus.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |