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270 Chapter 11: Space Warps and Particle Systems
3.
Playtheanimationwhileobservingitfromthe
Top v iew p or t .
The emitter stops at frame 15, w hile the
particles it has emitted up to t hat point
continue moving along the diagonal between
the emitter’s path and that of the particles. The
remaining par ticles move straight out from 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 point on the emitter path.
Inter face
Influence—The percent of particles that inherit the
motion of the object-based emitter at the m oment
of particle formation. For example, when this is
set at 100 (t he default), a ll particles tr avel along
w ith a m oving object; when it’s set at 0, none of
theparticlesareaffectedbythetranslationofthe
objectandfallbehinditsmovement.
Multiplier—Modifies the amount by which the
emitter motion affects the part icle motion. This
can be a positive or negative number.
Variation—Provides a percentage of variation of
the Multiplier value.
B ubble M oti on R ollout
Create panel > 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 r ising underwater. Typically, it’s
used when the p articles are set to rise in thin
streams. Bubble motion is similar to a waveform,
and the Bubble Motion parameters let you adjust
the amplitude, per iod, 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, D eflector Binding,
and Bubble Noise do not get along well together.
Particles may leak through the deflector when
these three 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.