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86 Chapter 11: Space Warps and Particle Systems
Variation—
The amount by w hich each particle can
vary from the Bounce setting.
Chao s —Theamountofvariationfromtheperfect
angleofreflection(foundwhenChaosissetto
0.0). 100% induces a variation in reflection angle
of up to 90 deg rees.
Fr ict io n —The amount by w hich particles are
slowed as they move along the deflector surface.
Avalueof0%meansthey’renotslowedatall.A
value of 50% means they’re slowed to half their
original speed. A va lue of 100% means they stop
moving when they stri ke the surface. Default=0%.
Range=0% to 100%.
Tip: To have pa rticles slide a long a deflector surface,
set Bounce to 0. Also, unless influenced by a force
such as Wind or Gravity, particles meant to slide
should strike the surface at an angle other than 90
degrees.
Inher it Vel—(Velocity Inheritance) When greater
than 0, the motion of the deflector affects par ticles
as well as the other settings. For example, to
animate the SDeflector passing through a passive
array of particles, turn up this value to affect the
particles.
Display Icon group
Icon Size—This spinner displays and lets you
change the size of the icon.
Deflector Spa ce War p
Create panel > Space Warps > Deflectors > Object Type
rollout > Deflector
Create menu > Space Warps > Deflectors > Deflector
Two streams of particles striking two deflectors
The Deflector space warp acts as a planar shield to
repel the particles generated by a particle system.
For example, you can use Deflector to simulate
pavement being struck by rain. You can combine a
Deflector space warp w ith a Gravity space warp to
produce waterfall and fountain effects.
See also
SDeflector Space Warp (page 2–83)
UDeflector Space Warp (page 2–85)
Procedure
To create a deflector:
1.
On the Create pane
l, click Space
Warps. Choose Deflectors from the list, then
on the Object Type rollout, click Deflector.
2. Drag in a viewport to define the deflection area.
Thedeflectorappearsasawireframerectangle.
3. Apply t he deflector to the particle system using
the appropriate
method: