2009
Calc Intervals Per Frame The number of intervals per rendering interval,
during which an inter-particle collision test is conducted. The higher the value,
the more accurate the simulation, but the slower the simulation will run.
Bounce The degree to which speed is recovered after a collision.
Variation The percentage of random variation of the Bounce value, applied
to the particles.
Object Motion Inheritance Rollout
Create panel > Geometry button > Choose Particle Systems from the drop-down
list. > Object Type rollout > SuperSpray/Blizzard/Parray/PCloud > Object
Motion Inheritance rollout
Select a SuperSpray/Blizzard/Parray/PCloud emitter. > Modify panel > Object
Motion Inheritance rollout
Each particle's position and direction of movement are determined by the
position and orientation of the emitter at the time the particle is created. If
the emitter is moving through the scene, particles are scattered along the
emitter's path.
Use these options to affect the motion of the particles by the motion of the
emitter.
Procedures
Example: To observe object motion inheritance:
1 Create a Super Spray particle system.
2 Animate the emitter moving sideways (perpendicular to the direction of
the particle stream) between frames 1 and 15.
3 Play the animation while observing it from the Top viewport.
The emitter stops at frame 15, while the particles it has emitted up to
that point continue moving along the diagonal between the emitter's
path and that of the particles. The remaining particles move straight out
from the emitter.
4 On the Object Motion Inheritance rollout, set Influence to 50.
5 Play the animation again.
3066 | Chapter 14 Space Warps and Particle Systems