9
Using I nterparticle Collision 243
Ex ample: Addi ng spa wning ef fects:
1.
OntheParticleSpawnrollout,chooseSpawn
on Death.
2. Leave Spawns spinner at 1, and set the
Multiplier to 2.
3. Set the Direction Chaos spinner to 50.
4. Drag the time slider slowly over frames 8 to 25
(approximately).
At frame 10, two pyramids appear at the
death of t he orig inal particle (because of the
Multiplier setting), and move off in different
directions (because of the Direction Chaos
setting). All particles die af ter frame 20 because
only one generation of spawned particles is
specified.
5. Set Spaw ns to 4,andtheMultiplierto4.
6. Dragthetimeslideroverframes8to50.
With each spawned generation the particles
increase exponentially.
Exa mple: To mutate the objects:
1.
In the Object Muta tion Queue group, click Pick
Object, and then select the cylinder.
The name of t he cylinder appears in the list
window.
2. Click Pick Object and select the pyramid. Then
click Pick Object again, and select the cylinder.
Your list now reads: Cylinder01, Pyramid01,
Cylinder01.
3. Dragthetimeslideroverframes0to50.
The pyramid appears over f r ames 0 to 10, then
changes to four cylinders at frame 11, then 16
pyramids at the next spawning, and so on.
Using Interpar ticle Collision
Particles colliding and then rebounding
You can set up particles to detect collisions with
each other. This can be useful when the particles
are meant to model solid objects such as marbles.
Procedure
Example: To create par ticles that collide with each
other:
1.
Create a Super Spray particle emitter, and place
a Deflector space warp (page 2–90) ashort
distance from it with the surface of the deflector
perpendicular to the st ream of the particles.
Bind the deflector to the Super Spray.
2. Set the Super Spray values as follows:
•OffAxis:1,Spread:1,OffPlane:180,
Spread: 180
•Mesh:chosen,PercentofParticles:100
• ParticleQuantity:UseRatechosen and set
to: 1
• Speed: 3,Variation:100%
•EmitStart:0,EmitStop:5,DisplayUntil:
100,Life:100
•Size:4.0,GrowFor:0,FadeFor:0
•ParticleType:Sph ere