2009

Collided Multiple Times The test becomes True after a particle collides a
specific number of times. The particle is moved to the point of the last collision
and then redirected to the next event.
# Times The number of times a particle must collide in order to test True.
Speed Determines speed and direction after the specified number of collisions.
See above for explanations of the choices.
Will Collide The software extrapolates particle motion in a linear fashion,
based on the current direction and speed, and the test becomes True if the
results suggest that the particle will collide with the deflector during a specified
time interval. The particle is redirected to the next event without updating
its speed or position.
# Frames The number of frames ahead during which the software looks for
an impending collision.
Uniqueness group
The Uniqueness setting enables randomization of the Random options in the
Speed drop-down lists.
Seed Specifies a randomization value.
New Calculates a new seed using a randomization formula.
Collision Spawn Test
Particle View on page 2811 > Click Collision Spawn in an event or add Collision
Spawn to the particle system and then select it.
Collision Spawn creates new particles from existing ones that collide with one
or more Deflector space warps. You can specify different post-collision behavior
for the colliding particles and their offspring. Each spawned particle is born
at the same location as its parent, and has the same orientation and shape.
Collision Spawn can give the spawned particles a different speed and scaling
factor. If you wire the Collision Spawn test to another event, spawned particles
are sent to that event, where you can specify different properties for the new
particles.
Examples of Collision Spawn usage include marks or explosions resulting from
collisions between particles and objects. To achieve these effects, you can use
Collision Spawn in conjunction with the
Shape Mark on page 2911 and Shape
Facing
on page 2901 operators.
2964 | Chapter 14 Space Warps and Particle Systems