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The user interface appears in the parameters panel, on the right side of the
Particle View dialog.
Lock On Emitter When on, causes all particles to remain at their initial
positions on the emitter. In effect, they're glued to the emitter. When off,
each particle's birth position is determined by the emitter's current location.
Default=off.
Inherit Emitter Movement When on, the software sets each particle's speed
and direction of motion to those of the emitter at the time of birth. When
off, the emitter movement doesn't affect that of the particles. Available only
when Lock On Emitter is off. Default=off.
NOTE If a Speed operator exists later in the event, it overrides any motion imparted
by Inherit Emitter Movement.
Multiplier Determines, as a percentage, the extent to which particles inherit
the emitter's motion. Available only when Inherit Emitter Movement is on.
Default=100.
To have the particles move half as fast as the emitter, set Multiplier to 50. To
have them move the same speed, use the default setting of 100. To make the
particles move twice as fast as the emitter, set Multiplier to 200.
Variation Determines, as a percentage, the extent to which inherited emitter
motion can vary per particle. To determine the final multiplier for each particle,
the Variation value is multiplied by a random number between -1.0 and 1.0,
and then added to the Multiplier value. Default=0.
Emitter Objects group
Use these controls to assign objects to be used as particle emitters. The list in
this group shows the objects, or reference geometry, that the operator uses as
emitters.
If you don't assign any objects, Particle Flow uses the world origin (0,0,0) as
the emitter source.
With more than one emitter object, the division of particles among the objects
depends on which option you choose for Location. If you set Location to
Pivot, then each object has one emission point and each object emits the same
number of particles (total number of particles/number of objects). But if you
set Location to any other option, each object emits a number of particles
proportionate to the number of available emission points per object. For
instance, if you set Location to Volume, then a larger object will emit more
particles than a smaller one. Similarly, with Location set to Vertices, an object
with 100 vertices will emit twice as many particles as an object with 50.
2856 | Chapter 14 Space Warps and Particle Systems