2009

A typical application of Shape Mark would be to leave marks after particles
impact objects in the scene. For example, when a torpedo hits a boat and
explodes, you could use Shape Mark to leave scorch marks on the boat surface.
TIP By default, the mark left by Shape Mark is always rectangular, no matter what
shape the particles are. To leave a differently shaped mark, choose the Shape
group > Rectangle option, and use a material on page 2918 in the same event with
transparent areas to define the mark's outline. For example, apply a Mask map to
the material's Opacity channel, and to the map's Mask channel, apply a bitmap
containing an alpha channel. On the Bitmap Parameters rollout, set Mono Channel
Output to Alpha.
NOTE With its default settings, the Shape Mark operator can generate coplanar
faces, which the mental ray renderer cannot render well. If you want to use mental
ray rendering with Shape Mark, adjust the operator's settings as follows:
In the Shape group, choose Box Intersection.
Set Surface Offset to 0.01.
Set Offset Variation to 0.005.
Set Vertex Jitter to 0.002.
With these settings, faces are no longer coplanar, and the mental ray renderer
gives better results.
See also:
Shape Operator on page 2900
Shape Instance Operator on page 2904
Shape Facing Operator on page 2901
Procedures
Example: To use Shape Mark:
1 Determine which object is to receive the marks; this will be the contact
object. Apply a deflector to this object.
2 Set up your particle system with an event that causes particles to collide
with the contact object deflector.
3 At the end of this event, add a
Collision test on page 2960.
2912 | Chapter 14 Space Warps and Particle Systems