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Timing group
The two spinners specify the start frame and end frame of the deflection effect.
Time On/Off Time On specifies the frame at which the deflection begins,
and Time Off specifies the frame at which the deflection ends.
Reflection group
These options affect the reflection of particles from the space warp. The
POmniFlect can reflect or refract particles, or perform a combination of the
two.
Reflects Specifies the percentage of particles to be reflected by the POmniFlect.
See also Refracts, later in this topic, for methods of combining the two effects.
Bounce This is a multiplier that specifies how much of the initial speed of
the particle is maintained after collision with the POmniFlect. Using the default
setting of 1.0 causes the particle to rebound with the same speed as it collides.
A real-world effect would usually be less than 1.0. For a flubber effect, set
greater than 1.0.
Variation Specifies the variation of Bounce applied to the range of particles.
For example, a Variation of 50% applied to a Bounce setting of 1.0 would
result in randomly applied Bounce values ranging from 0.5 to 1.5.
Chaos Applies a random variation to the bounce angle. When set to 0.0 (no
chaos), all particles bounce off the POmniFlect surface perfectly (like banking
pool balls). A non-zero setting causes the deflected particles to scatter.
Refraction group
These settings are similar to those in the Reflection group, but these affect the
refraction of particles as they pass through the POmniFlect, causing the direction
of the particles to change.
Refracts Specifies the percentage of particles not already reflected that will be
refracted by the POmniFlect.
NOTE The Refracts value affects only those particles not already reflected because
the reflected particles are processed before the refracted particles. Thus, if you set
Reflects to 50% and Refracts to 50%, you would not get a 50/50 split of particles.
Rather, half the particles would be reflected, and then half the remainder (25% of
the total) would be refracted. The remaining particles either pass through without
being refracted or are passed on to Spawn Effects.
2736 | Chapter 14 Space Warps and Particle Systems