Manual/PartXIII/Particle Interactions
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Particle Interaction 粒子交换
Introduction 介绍
The Blender particle system allows particles to interact in two ways - force fields and deflection.
Blender 粒子系统允许粒子用两种方法 - 力场和偏斜。
- Force fields
- 力场
The variants of force fields are:
不同的力场是:
- Standard Force field - Behaves like a gravity force field.
- 标准的力场 - 像一个重力力磁场。
- Vortex field - Vortex field gives more of a tornado effect, with particles spiralling around the vortex center.
- 漩涡场 - 漩涡场提供更多的龙卷风效应, 粒子螺旋运动在漩涡中心的周围。
- Wind - Wind force.
- 风 - 风力.
Force fields are available for all object types. Currently a point-based field with a spherical fall-off is implemented.
力场可作用于所有的物体类型。通常一个以点为基础的场由于一球形的衰减来实现。
Force fields can be set to any object. Particles will then be: attracted with a negative Strength value, or repelled if you use a positive Strength value. There is also a Fall-off parameter which defines how much the strength diminishes with distance from the object's origin.
力磁场能被设定成任何的物体。粒子然后将会是:吸引使用一个负数的Strength数值,排斥以使用一个正数的Strength数值。Fall-off参数 定义以来自物体的原点的距离的强度衰减。
- Deflection
- 偏斜
This allows you to set any mesh object as a particle deflector. Particles will then bounce on the surface of the mesh. You can control how much the particles bounce with the Damping value, add some randomness to the bounce with Rnd Damping, and you can define the percentage of particles which pass through the mesh with the Permeability parameter.
这允许你设置任何网格物体成为一个粒子偏斜。粒子将会在网格的表面上反弹。你能以Damping数值控制多少粒子反弹, 用Rnd Damping把一些随意加入反弹,你能用Permeability参数定义通过网格的粒子的百分比下定义。
| Surface Normals 表面法线: Make sure that the normals of the mesh surface are facing towards the particles for correct deflection.
确定网格表面的法线面向粒子。 |
Interface
The particle interaction settings are controlled via the Particle Interaction panel in Object context (F7).
粒子互相作用设置在Object面板 (F7) 粒子互相作用面板控制。
Force fields 力场
Force/Vortex field
力/漩涡场
- Strength - The strength of the field effect.
- 强度 - 场的影响强度。
- Fall-off - How much the strength diminishes with distance.
- 衰减 -强度以距离减少而减少。
When adding a force/vortex field to an object, the object will get a small graphic indicating that there is a particle interaction connected to the object.
当增加一个力/漩涡场到一个物体时,物体将会显示一个小的图标,弄表示物体连接了的一个粒子互相作用。
- The force field will have small grey circles .
- 力场将会有小的灰色圆圈
- Vortex fields will have a spiral drawn.
- 漩涡场将会有一个螺旋线。
- Wind forces will have a series of circles drawn showing direction and range of the force.
- 风场将会有力的一系列的圈在同方向上排列和系列。
- There is also a range indicator for the MaxDist parameter that shows as a circle around the force field object.
- MaxDist 参数也有一个范围指示器,使用一个圈作为力场物体的周围显示。
Deflection 偏斜
On the right side of Particle Interaction panel you have the settings for deflection.
在Particle Interaction面板右边上有作为偏斜设置。
| Deflectors 偏斜装置: You will not see any extra graphic indicators with deflectors as you do with force fields.
当你使用偏斜力场的时候,你不会看任何的额外的图形指示器。 |
Deflection parameters
偏斜参数
- Damping - Controls the amount of bounce that surfaces will have.
- 阻尼 - 控制表面的反弹次数。
- 0.0 - No damping, particles will have maximum bounce.
- 0.0-没有阻尼, 将会让粒子最大反弹。
- 1.0 - Maximum damping, particles will not bounce at all.
- 1.0-最大的阻尼, 粒子一点也不反弹。
- Rnd Damping - Adds a random element to the bounce. For example, with a Damping of 1.0 and a Rnd Damping of 0.5, the damping will vary between 1.0 and 1.5.
- Rnd 阻动 - 添加一个随意的因素到反弹。这个例子,一个阻尼为1.0 的物体,Rnd 阻尼为0.5的,阻尼将会在 1.0 和 1.5 之间改变。
- Permeability - Percentage of particles passing through the mesh.
- 渗透性 - 粒子通过网格的百分比。
- 0.0 - No particles pass through.
- 0.0-没有粒子通过过。
- 1.0 - All particles pass through the deflector.
- 1.0-所有的粒子通过过偏流装置
If you set up a particle deflector you'll have to make sure sufficient keys are available for Blender to calculate the collisions with sufficent detail. If you see particles moving through your deflector or bouncing in the wrong positions, then there might be problem with too few keys or your particle/deflector is moving too fast.
如果你设置了一个粒子偏流装置你必须确定有充分的 key 可用来让 Blender 计算和足够的细节的碰撞。如果你见到粒子移动过你的偏流装置或者在不正当的位置中反弹, 那么可能是key太少 或者你的粒子/偏流装置移动得太快。
Keys:
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For all parameters for force fields and deflectors, except MaxDist parameter, Ipo keys can be inserted. The Ipo curves are edited as Object Ipo types in the Ipo window. See Chapter 14, Animation of Undeformed Objects for more on Animation and Ipo.
对于所有的参数,对于力磁场和偏流装置,除了 MaxDist 参数以外,ipo key 能被插入。Ipo曲线规在Ipo窗口的物体Ipo类型下编辑。见到第14章,无形物体的动画得到更多在动画和Ipo的信息。
Example 实例
Here is a small example demonstrating particle deflectors.
这里是一个小实例示范粒子偏流装置。
- 1. Start with default scene with a cube object.
- 1.用一个立方体物体从默认场景开始。
- 2. In top view, add a Circle Mesh and accept default 32 vertices. Press TAB to exit EditMode. Switch to side view and move circle up 5 units.
- 2.在顶视图中, 添加一个Circle网格和接受默认的 32个顶点。点击 TAB键退出 EditMode。转换到侧视图向上移动Circle 5个单位。
- 3. With circle selected, press SKEY, and scale it down to 0.1 in all directions.
- 3. 选择Circle,点击 SKEY, 把它缩小到 0.1 在所有的方向上。
- 4. Now press F7 and go to the Effects tab. Press NEW Effect and in the Popup-list select Particles.
- 4. 现在点击 F7 和去Effects面板。点击NEW 效应和弹出-列表上选择粒子。
- 5. Increase particle life from default 50 to 100 by changing the Life field to 100. In the force field in the lower section of the tab, set the Force Z to -0.100. If you press ALT-A you should see an animation of particles moving down towards our cube. See: Example frame 40. So far, the particles travel straight through without taking notice of the cube. This will change!
- 5. 变更Life场到 100从而增加默认的粒子寿命 50 到 100。在面板的下面, 设置orce Z到 -0.100.如果你点击ALT-A 个你应该看见一个粒子的动画向立方体的下面移动。见:实例帧40。到现在为止,粒子直接穿越立方体。这将会改变!
- 6. Now select our cube. With the Effect context still active, go to the Particle Interaction tab and set the Deflector settings as shown in th picture below
- 6.现在选择我们的立方体。Effect面板仍然有效, 去粒子互相作用面板,设置如下面的照片所显示的偏流装置设置。
- 7. Now select the circle and press RecalcA in the Effects tab. If you play the animation, ALT-A, you will see the particles bounce off the cube straight up and down. The problem is that the bounce is a bit away from the cube. This is an effect of too few Keys. In the Keys field enter 50, and press RecalcA. Play the animation and the particles will now bounce on the cube, or close enough.
- 7. 现在选择circle,在Effects面板中按RecalcA。如果你播放动画, ALT-A, 你将会看到到粒子从立方体上下来回反弹。问题是反弹离立方体远。这是一个太少key 的效果。在Keys field中输入 50, 和按 RecalcA。现在播放动画粒子将会在立方体上反弹, 或包围充足。
- 8. Select the cube and tilt it 10 degrees in either direction. Select the circle and recalculate the particles. Now play the animation and you will see the particles bounce off in the direction you tilted the cube!
- 8. 选择立方体和倾斜它任一方向的 10 度。选择circle重新计算粒子。现在播放动画和你将会见到粒子从倾斜的立方体上反弹!
Example Render 例子渲染
Here a Meta object is added and the circle is set as parent. Activate DupliVerts on the circle and set the material Alpha low to simulate a fluid. Play with the Rnd Damping setting to get a nice splash effect. Select a nice frame or whole animation and render away...
在这里一个 Meta物体被增加和circle被设定如父物体。在circle上激活 DupliVerts和设置创材质Alpha到一个低值模拟的一个流体。和设置Rnd Damping获得漂亮的溅出的效果,播放。选择一个好的帧或全部动画和渲染...
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