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Show In Viewport When on, the material is shown applied to the particles
in the viewports.
# Sub-Materials Displays the number of sub-materials in the assigned material.
Material ID #1–10 Specifies the relative likelihood of particles to be assigned
the corresponding material ID. Assign values for all IDs, or sub-materials, in
the material that you want to have applied to the particles. So, for example,
with a Multi/Sub-Object material containing five sub-materials, you'd set
values for Material IDs #1-5.
This value is not absolute, but relative to the other settings. To follow the
previous example, if you wanted all five materials to appear with equal
frequency, you'd set the same non-zero value for Material IDs #1-5; the actual
value wouldn't matter. On the other hand, if you wanted the materials to
appear with decreasing frequency, you'd set the lower Material ID settings to
relatively higher values; say 100, 80, 50, 33, and 10. In this case, each particle
would twice as likely to be assigned material ID 1 as it would material ID 3,
and one-tenth as likely to be assigned ID 5 as it would ID 1.
The actual sequence of material ID assignments is random, and can be varied
by changing the Uniqueness Seed setting.
Uniqueness group
The Uniqueness setting varies the random sequence of assigned IDs.
Seed Specifies a randomization value.
New Calculates a new seed using a randomization formula.
Material Dynamic Operator
Particle View on page 2811 > Click Material Dynamic in an event or add a
Material Dynamic operator to the particle system and then select it.
The Material Dynamic operator lets you give particles material IDs that can
vary during the event. It also lets you assign a different material to each particle
based on its material ID. When used with an
animated texture on page 7907,
this lets you assign a different frame or map to each particle based on its total
age or the amount of time it has spent in the current event. In this context,
one example of an animated texture is a material that uses a multi-frame
bitmap, such as an AVI file, as the Diffuse
Bitmap map on page 5795. Other
examples of animated textures are materials that use the
Particle Age map on
Particle Flow | 2925