2009

None Uses none of the spawning controls, and the particles act as they
normally would. That is, upon collision, they either bounce or stick, depending
on Particle Bounce settings in the deflector, and on death they disappear.
Die After Collision Particles disappear when they strike a deflector to which
they're bound, such as the SDeflector.
Persist The life, in frames, that the particle will persist after the collision.
Setting this to 0 (the default) causes particles to vanish immediately after the
collision.
Variation Varies the Persist value of each particle, when Persist is greater than
0. This lets you "feather" the dying off of particle density.
Spawn on Collision Spawn effects take place upon collision with a bound
deflector.
Spawn on Death Spawn effects take place at the end of each particle's life.
Spawn Trails Particles are spawned from existing particles at each frame of
that particle's life. The Multiplier spinner specifies the number of particles
that are spawned from each particle. The base direction of the spawned particles
is opposite that of the parent's velocity. The Scale, Direction, and Speed Chaos
factors are applied to that base direction.
NOTE If the Multiplier is greater than 1, at least one of the three Chaos factors
must be greater than 0 in order to see the additional spawned particles. Otherwise,
the multiples will occupy the same space.
WARNING This option can produce many particles. For best results, begin by
setting Particle Quantity on the Particle Generation rollout to Use Rate and to 1.
Spawns The number of spawns beyond the original particle generation. For
example, if this is set to 1, and you're spawning at death, one spawning will
occur beyond the original lifespan of each particle.
Affects Specifies the percentage of particles that will spawn. Reducing this
reduces the number of particles that produce spawned particles.
Multiplier Multiplies the number of particles spawned at each spawning
event.
Variation Specifies a percentage range by which the Multiplier value will vary,
frame by frame.
Non-Event-Driven Particle Systems | 3071