2009
IMPORTANT When you turn on either Picked Emitter or Instanced Geometry, an
instance of the material from the chosen source is copied to the emitter icon,
overwriting the material originally assigned to the icon. Thus, if you've assigned
a material to the particle emitter, and then switch to Picked Emitter, the material
originally assigned to the icon is replaced by an instance of the material carried
by the picked object. If you then return to the Icon option, the particle system
does not revert to the material that was assigned the icon, but retains the material
taken from the picked object.
Fragment Materials group
These spinners let you assign different material ID numbers to outside surfaces,
the edges and the back sides of fragment particles. You can then assign different
materials to the front, edge and back of the fragments by using a
multi/sub-object material.
Outside ID Specifies which face ID number is assigned to the outside faces of
the fragments. This spinner defaults to 0, which is not a valid ID number,
forcing the outside of the particle fragments to use whatever material is
currently assigned to the associated faces. Thus, if your distribution object
already has several submaterials assigned to its outer faces, these materials are
retained by using ID 0. If you want a single, specific submaterial, you can
assign it by changing the Outside ID number.
Edge ID Specifies which submaterial ID number is assigned to the edges of
the fragments.
Backside ID Specifies which submaterial ID number is assigned to the back
sides of the fragments.
Rotation and Collision Rollout
Create panel > Geometry button > Choose Particle Systems from the drop-down
list. > Object Type rollout > SuperSpray/Blizzard/Parray/PCloud > Rotation
and Collision rollout
Select a SuperSpray/Blizzard/Parray/PCloud emitter. > Modify panel > Rotation
and Collision rollout
Particles often move at high rates of speed. In such cases, you might want to
add motion blur to the particles to enhance their motion. Also, real-world
particles typically rotate as they move, and collide with each other.
Non-Event-Driven Particle Systems | 3063