2009

2 Add a Gravity space warp and a Deflector space warp. Decrease the
deflector's Bounce setting below 1.0, and increase the Variation and Chaos
values above 0.0. Set the deflector's Width and Length to 500.
3 Create a default Particle Flow system. Position the emitter directly above
the deflector.
4 Add a
Force operator on page 2946 to the end of Event 01 and add the
Gravity space warp to the Force operator.
5 Create a new event with a Display operator on page 2943, and change the
display type to a different choice than is used in Event 01.
6 Add a Collision test to Event 01, below the Force operator, and wire it to
the new event.
7 In the Collision test settings, add the deflector. Choose Is Slow After
Collision(s), and set Speed Min=100 (assuming you're using the default
initial speed of 300).
8 Play the animation. You might need to adjust one or more settings before
seeing the expected behavior.
After several bounces, the particles change in appearance and move
steadily away from the deflector, indicating that they've entered the
second event. Of course, you can set any behavior you like in this event.
In the next step, you'll see what happens when actions in an event are
not in the right order.
9 In Event 01, move the Collision test above the Force operator, and then
play the animation.
Quite a few particles leak through the deflector. This happens because
the software first tests the particles for a collision, and then applies the
Gravity force. The particles that are approaching the deflector and are
very close to it are being tested for a collision, which tests False because
they haven't actually struck the deflector yet. The software then applies
the gravity, which pushes them past the deflector, making them no longer
eligible for testing for collision. Generally speaking, it is best to keep Force
operators above Collision tests in each event to ensure that particles don't
leak through the deflector.
Particle Flow | 2961