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266 Chapter 11: Space Warps and Particle Systems
3.
Playtheanimationwhileobservingitfromthe
Top v i e w p or t .
The emitter stops at f rame 15, while the
particles it has emitted up to that point
continue moving along the diagonal between
the emitter’s path and that of the par ticles. The
remaining particles move straight out f rom the
emitter.
4. On the Object Motion Inheritance rollout, set
Influence to 50.
5. Play the animation again.
This time, only some of the particles inherit the
emitter’s motion, while the rest move straight
out from the emitter . Note that the latter form a
diagonal stream because each particle emerges
at a subsequent p oint on the emitter path.
Inter face
Influence—The percent of particles that inherit the
motion of the object-based emitter at the moment
of particle formation. For example, when this is
set at 100 (the defau lt), all particles tr avel along
w ith a moving object; when it’s set at 0, none of
theparticlesareaffectedbythetranslationofthe
objectandfallbehinditsmovement.
Multiplier—Modifies the amount by which the
emitter motion affects the particle motion. This
can be a positive or negative number.
Variation—Provides a percentage of variation of
the Multiplier va lue.
B ubble Moti on R ol lout
Create pa nel > Geometry button > Choose Particle
Systems from the drop-down list. > Object Type rollout >
SuperSpray/Parray/PCloud > Bubble Motion rollout
Select a SuperSpray/Parray/PCloud emitter. > Modify
panel > Bubble Motion rollout
Bubble motion provides the wobbling effect you
see in bubbles rising underwater. Typically, it’s
used when the particles are set to rise in thin
streams. Bubble motion is similar to a waveform,
and the Bubble Motion parameters let you adjust
the amplitude, period, and phase of the bubble
"wave."
Note: The bubble motion is not affected by space
warps, so you can use a space warp to control the
direction of the particle flow without altering the
local, wobbling bubble effect.
Tip: InterParticle Collisions, Deflector Binding,
and Bubble Noise do not get along well together.
Particles may leak through the deflector when
these t hree are used together. Instead of bubble
motion, use animated mapping. Use facing
particles with an animated map of a bubble, where
thebubbleissmallerthanthemapsize. The
bubble is animated moving around the map. This
simulates bubble motion at the map level.
Interfa ce
AmplitudeThe distance the particle moves off its
usual velocity vector as it travels.