2009
If the assigned material is a Multi/Sub-Object material, particles are affected
in the following ways, depending on the source of the material:
■ Icon: In most cases, each particle, at its birth, is assigned a different
sub-material, cycling through each available sub-material. For example, if
there are only three sub-materials, the first particle receives sub-material
#1, the second #2, the third #3, the fourth #1, and so on. The exceptions
to this are as follows:
■ MetaParticles use only the first sub-material.
■ Object fragments are born at once, so all of them use only the first
sub-material.
■ Picked Emitter: When used with object fragments as particles, each particle
uses the three ID numbers in the Fragment Materials group. If this source
is used with the other particle types, the particles are assigned sub-materials
in the same way as when Icon is chosen.
■ Instanced Geometry: When used with Instanced Geometry particles, each
particle is assigned a sub-material in exactly the same way as the source
object, so each particle looks just like the source object. When used with
other particle types, the particles are assigned sub-materials in the same
way as when Icon is chosen.
NOTE Instanced objects with Multi/Sub-Object materials cannot be image
motion blurred.
Using Spawned Particles
The examples in this topic start you out with a very simple spawning using
the Super Spray particle system.
Example: Setting up the particle system:
1 In the Perspective viewport, create a pyramid that's 5 units in all
dimensions.
2 Create a cylinder with a radius and height of 3, and 6 sides.
3 In the center of the Perspective viewport, create a Super Spray emitter.
4 Set Speed in the Particle Motion group (Particle Generation rollout) to
3.0.
Non-Event-Driven Particle Systems | 3013