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116 Chapter 11: Space Warps and Particle Systems
the total number of particles, separately for
viewport display and rendering.
Tip: Tospeedupanimationplaybackwhenyoure
not adjusting parameters, use the Cache operator
(see the following item).
Is there a way to pre-cal culate portions of
a p article simulation, as in "baking" the
animation?
Ye s . P a r t i c l e F l o w s
Cache operator (page 2–193)
lets you store all or part of a particle animation
in memory, and then play back the animation
from memor y rather than hav ing to recalculate
particle motion. This makes it much faster to jump
between different parts of the animation. You can
even save the cached animation to disk as part of
the s cene file.
What else can I do to optimize performance?
Part icle Flow can place heavy processing and
resource demands on your computer. For optimal
performance, the most important thing you can
do is to u se the fastest available CPU. Also, when
using p article systems with many par ticles, install
as much memory as possible in your computer,
especially if you’re using caching.
Other ways to improve per formance include
reducing the percentage of viewport particles with
the Quantity Multiplier s etting, and temporari ly
disabling flows and actions that you’re not
currently working with. When ma king parameter
changes, return to the first frame and play forward,
or set Particle View > Options menu > Update
Type to “Forward”. That way, if you change
a setting, t he particle system is not forced to
recalculate its state from the very beginning. The
change wi ll affect only animation from the current
frame forward. On the other hand, the result could
be misleading, b ecause you won’t be able to see
thedifferencerightaway.
Also, be cautious when using spawning; it can
quickly create very large numbers of particles,
especially when you use the By Travel Distance
option in the
Spawn test (page 2–226)
.
How do I use Particle Flow to make an object
explode?
Particle Flow doesnt have a fragmentation
operator, but by utilizing PArray in a Birth Script
operator, you can implement fragmentation
in Particle Flow. You can find an example
scene, with a commented script operator, in
the file
scriptfrag mentationw ithcache.max
,
on the install disc in the directory
Samples\Scenes\Version6Features\Scenes\Particle
Flow\Fragments
.
How can I control the accuracy of t he Particle
Flow simulation?
On the command panel >
System Management
rollout (page 2–135)
of the PF Source icon, you
can adjust the integration step independently for
viewport playback and rendering. The smal ler
the integration step, the more ti mes Particle Flow
calculates particle motion per frame, resulting in
greater accuracy at the cost of calculation time.
Can I use MAXScript to affect particles?
Ye s . P a r t i c l e F l o w i n c l u d e s a
Script operator (page
2–204)
and
test (page 2–225)
,aswellasa
Birth
Script operator (page 2–141)
,thatletyoufully
customize the particle system. Each scriptable
action includes a sample script, which also lists all
relevant scriptable funct ions. You can a lso control
parameters of the
Force operator (page 2–200)
and
Keep Apart operator (p age 2–168)
with script
wiring, described in the respective topics.
In addition, you can execute a script at each
integration step, and another just before each
frame is viewed or rendered; see
Script rollout
(page 2–135)
.