2009
Standard Particles group
When you choose Standard Particles in the Particle Types group, the options
in this group become available. Choose one of the following options to specify
the particle type:
Triangle Renders each particle as a triangle. Use Triangle particles with noise
opacity for steam or smoke.
Cube Renders each particle as a cube.
Special Each particle consists of three intersecting 2D squares. These are
effective when you use a face-map material, described in
Shader Basic
Parameters Rollout
on page 5397, optionally along with an opacity map, to
create the effect of a three-dimensional particle.
Facing Renders each particle as a square that always faces the view. Use with
an appropriate opacity map for bubbles or snowflakes.
Constant Provides a particle that remains the same size, in pixels, specified
in the Size spinner. This size never changes, regardless of its distance from the
camera.
IMPORTANT You must render either a camera or a perspective view for Constant
particles to render correctly.
Tetra Renders each particle as a mapped tetrahedron. Use Tetra particles for
raindrops or sparks.
The default alignment of the tetra particles depends on the particle system
type and emitter setup. To specify an alignment, use controls in the
Rotation
and Collision rollout
on page 3063.
SixPoint Renders each particle as a six-pointed, two-dimensional star.
Sphere Renders each particle as a sphere.
MetaParticle Parameters group
When you choose the MetaParticles option in the Particle Types group, the
options in this group become available, and metaballs are used as particles.
Metaparticles take extra time to render but are very effective for spraying and
flowing liquid effects.
Tension Determines the tightness of the particles, with regard to their tendency
to blend with other particles. The higher the Tension, the harder the blobs,
and the harder it is for them to merge.
Non-Event-Driven Particle Systems | 3057