Manual/PartXIII/Particles

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Particles 粒子

Simple Particles 简单粒子

Blender 的粒子系统是快速、灵活和强大的。 Blender 中每一种基于网格的物体(Mesh-object)都能做为一个粒子发射器。由粒子发射器生成粒子群后,我们还不能马上渲染,因为粒子群是大小为无穷小的点的集合,因此,需要使用 Halos 技术给它们赋材质,或者用 点复制 ( DupliVert )技术赋予粒子以形体。Halos可以同时用在粒子系统和点复制系统中,也可以在一般的物体中。可以用来做点复制的物体有很多,比如网格物体,曲线,Metaballs,甚至可以是一盏灯。粒子的走向可以被力场所影响,比如被风或者重力影响。

你可以利用以上提到的技术,生成你想要的特效,比如烟雾、火、爆炸、火花甚至是鸟群。

另外,你还可以利用静态粒子技术生成毛发、草和植物。

A first Particle System 建立你的第一个粒子系统

新建一个场景,然后清除场景中的立方体。定位到 top 视图 新建一个 plane 物体。 这个 plane 将成为我们的粒子发射器。 旋转视图以使你能够有一个舒适的视角,如下图(The emitter.).

The emitter.
The emitter.

确保 plane 物体被选中,切换到 Effects 面板(切换的方法是:按F7或点击Image:Manual-Part-XIII-AnimationButtonsIcon.png 去到物体面板,然后点击Image:Manual-Part-XIII-PhysicsButtonsIcon.png )

再然后点击 NEW,如下图:

Particles New
Particles New

得到如下结果:

The Particle Buttons.
The Particle Buttons.

界面很烦杂,很壮观,是吧 ? 别怕,慢慢跟你解释。

先按如下设置点几下鼠标:

点几下鼠标就能产生粒子
点几下鼠标就能产生粒子

然后,按ALT-A你就能看到粒子动画了image:qq-smile.png(提醒:记得把鼠标移动到3D窗口,否则3D窗口不会生成粒子动画)。

好,现在解释一下刚才设置的参数:

  • Verts: 粒子会在 plane物体 的四个点上生成粒子。
  • Faces: 粒子会在 plane物体 的面上生成粒子。


如果只是按下 Verts: 而不按下 Faces: ,粒子会集中在四个点上生成,你会看到四条线,而不是一片粒子雾,因为粒子都挤到四个点上了,几百个点排队,感觉就象四条线。你可以自己试试。

  • Normal: 延法线方向,给即将生成的粒子群一个初始速度,值越大,速度越快。

如果不设定 Normal: 的值,那么发射的粒子就没有速度,它们会滞留在发射物体的表面。

好,现在我们趁热打铁,介绍一下其它参数:


设定粒子的Velocit(速度)
设定粒子的Velocit(速度)
  • Normal: 刚讲过,不罗嗦了。
  • Object: 延物体运动的方向,赋予粒子速度,也就是说,由物体来带动粒子,本例中的 plane 物体并没有运动,所以看不到效果,欲知详情,请看 物体带动粒子 ,你也可以自己试验,很简单。
  • Random: 给每个粒子一个随机速度,方向也随机。
  • Damping: Damping是阻尼、制动、缓冲的意思,值越大,粒子受到的阻力就越大,运动的速度就越慢,运动的距离也就越短。
  • Texture: 给每个粒子一个初始速度,速度由某个通道的贴图来决定,默认为第8通道,贴图白色部分的粒子速度比较快,黑色部分的粒子速度相对慢,粒子群运动的方向默认为z轴,如果要改变方向和通道,请调整下图:
影响粒子的贴图通道和运动方向
影响粒子的贴图通道和运动方向
  • VGroup: 填入一个顶点组的名字(前提是你已经建立了一个顶点组,并在此顶点组上绘制权重),然后利用这个顶点组控制粒子分布的疏密程度。你会发现粒子系统的设置面板里面有两个 VGroup ,这里一个,下面提到的 Emit 参数组里面也有一个,它们的应用原理是类似的,为了方便理解,建议你看一下这个视频:用权重控制粒子-过程演示.mov推荐右键另存到本地再浏览,或者用下载工具,因为在线浏览视频速度会很慢。看完之后如果还不能理解,请查看这篇文章:用权重来控制粒子

下面再来看看 From 参数组:

From,设置粒子从物体的哪个部位生成
From,设置粒子从物体的哪个部位生成
  • Verts: 上面讲过,不罗嗦了。
  • Faces: 上面讲过。
  • Rand: 如果按下这个按钮,粒子在发射物体表面产生的位置将呈现随机效果。
  • Even: 在没有按下的情况下,物体的每个面将平均分到同样的粒子数;如果按下了 Even ,粒子将均匀分布到物体上,不管面数的疏密。如下图:
左边是没有激活 Even 的情况------------------右边是激活 Even 的情况。
左边是没有激活 Even 的情况------------------右边是激活 Even 的情况。
  • P/F: 即Particle/Face ? 限制每个面生成粒子的上限,0表示不限制。


下面来看看 Emit 参数组:

粒子群的基本发射参数
粒子群的基本发射参数
  • Amount: 粒子发射器里存储的、可发射的粒子总数,默认是1000个粒子。
  • Disp: 即 Display ,显示的百分比,只影响你操作的3D视图,不影响最终的渲染,也就是说,当前显示50%的粒子,渲染的时候仍然是100%的粒子,这个选项有助于加快操作速度。
  • Sta: 即 Start ,粒子群开始出现的帧数。
  • End: 粒子群消失的帧数。
  • Life: 粒子的生命期,每个粒子的平均寿命是多少帧。
  • VGroup: 填入一个顶点组的名字(前提是你已经建立了一个顶点组,并在此顶点组上绘制权重),然后利用这个顶点组控制发射器上不同部位的粒子发射的快慢程度

Rendering a particle system 渲染粒子

Maybe you've tried to render a picture from our example above. If the camera was aligned correctly, you will have seen a black picture with greyish blobby spots on it. This is the standard Halo-material that Blender assigns a newly generated particle system. Position the camera so that you get a good view of the particle system. If you want to add a simple environment, remember to add some lights. The Halos are rendered without light, unless otherwise stated, but other objects need lights to be visible. Go to the Material Buttons (F5) and add a new material for the emitter if none have been added so far. Click the Button "Halo" from the middle palette (Halo settings).

或许你已经尝试着去渲染你的粒子了,不过,即便相机的方向位置正确,你仍然只能渲染出一片漆黑,如果幸运的话,可能还有零零星星的几个小点。下面,我们要给粒子赋材质。首先要做的是加盏灯光(如果场景中还没有灯光的话),然后按F5切换到材质(Material)面板,按add New添加一个新的材质,再然后,在同一个面板里(或者附近的面板里)找到Halo,并按下它。

Halo settings
Halo settings

The Material Buttons change to the Halo Buttons. Choose Line, and adjust Lines: to a value of your choosing (you can see the effect directly in the Material-Preview). Decrease HaloSize: to 0.30, and choose a color for the Halo and for the lines (Halo settings). You can now render a picture with F12, or a complete animation and see thousands of stars flying around (Shooting stars).

在links and popeline中按下Halo按钮,在shaders中选择lines,然后Halosize设为0.3;到Material中选择line,然后赋予粒子颜色,在line中选择你想要的颜色.完成,按F12预览一下吧,很有成就感呵呵:),如果是完整动画的话就会看到好多的小星星在飞.

Shooting stars
Shooting stars

Objects as particles 物体粒子

It is very easy to use real objects as particles, it is exactly like the technique described in DupliVerts. Start by creating a cube, or any other object you like, in your scene. It's worth thinking about how powerful your computer is, as we are going to have as many objects, as Tot: indicates, in the scene. This means having as many vertices as the number of vertices of the chosen object times the value of Tot:! Scale the newly created object down so that it matches the general scene scale. Now select the object, then SHIFT-RMB the emitter and make it the parent of the cube using CTRL-P. Select the emitter alone and check the option "DupliVerts" in the Anim Settings Panel of the Object Context (F7). The dupliverted cubes will appear immediately in the 3DWindow.

以物体作为粒子也是很容易的,如同复制点中描述的一样,创建一个方形或者任何其他的你喜欢的形状.在场景中,当我们想要放很多物体的时候,注意你的计算机的能力:),Ton:指示的,Ton:的值是被选择物体定点数字的值.把一个新的物体按比例缩放好,以便于现有场景相配.现在选择物体,然后shift+RMB点发射器然后ctrl+p作为放形的子物体。选择发射器,然后再object context(F7)中的anim settings面板中选择"DupliVerts"。复制点的方形就会出现在3D窗口中。


Setting Dupliverted Particles.
Setting Dupliverted Particles.

You might want to bring down the particle number before pressing ALT-A (Setting Dupliverted Particles.). In the animation you will notice that all cubes share the same orientation. This can be interesting, but it can also be interesting to have the cubes randomly oriented. This can be done by checking the option Vect in the particle-parameters, which causes the dupli-objects to follow the rotation of the particles, resulting in a more natural motion (Setting Dupliverted Particles.). One frame of the animation is shown in (Dupliverted particles rendering.).

在ALT+A之前你可能想要降低粒子的数量,在动画中,所有的方形粒子的方向都是共享的。这很有趣。但是更有趣的是可以让方形粒子随便飞。在粒子参数中选择Vect就可以实现。这回导致复制物体顺着粒子的旋转发射,这样的动作还是较自然。下边是动画中的一个镇帧。


Original Object: Take care to move the original object out of the camera view, because, differently than in regular Mesh Dupliverts, in Dupliverted particles it will also be rendered!
原始物体: 把原始物体移动到摄像头以外要小心,于正常的网格复制点不同的是,复制点粒子也会被渲染的!
Dupliverted particles rendering.
Dupliverted particles rendering.

Making fire with particles 用粒子制作火焰

The Blender particle system is very useful for making realistic fire and smoke. This could be a candle, a campfire, or a burning house. It's useful to consider how the fire is driven by physics. The flames of a fire are hot gases. They will rise because of their lower density when compared to the surrounding cooler air. Flames are hot and bright in the middle, and they fade and become darker towards their perimeter. Prepare a simple set-up for our fire, with some pieces of wood, and some rocks (Campfire setup.).

blender的粒子系统在制作火焰和烟雾的时候很有用,可以作烛光,营火或燃烧的房子-_-#。粒子可以展现火是如何被物理学驱使的。火的火焰都是热气。当遇到周围较冷的空气的时候,密度低的火焰就会上升。火焰的焰心和亮也很热。它们的周长褪色而且变得比较暗。现在我们开始作火焰的准备,现弄一些干柴和石头。

Campfire setup.
Campfire setup.

The particle system 粒子系统

Add a plane into the middle of the stone-circle. This plane will be our particle-emitter. Subdivide the plane once. You now can move the vertices to a position on the wood where the flames (particles) should originate.

加一个plane 进入石圈当中。这个plane 将会是我们的粒子-发射器。再细分plane 一次。你现在移动顶点到一个位置,火焰(粒子) 在木头开始的地方。

Now go to the Object Context F7 and add a new particle effect to the plane. The numbers given here (Fire particles setup.) should make for a realistic fire, but some modification may be necessary, depending on the actual emitter's size.

现在去Object Context F7 和添加一个新的粒子效应加入 plane。在这里被给予数目 (火粒子安装.)将会是一个真实的火,但是一些修改是必须的,依靠真实的发射器的大小。

Fire particles setup.
Fire particles setup.

Some notes 一些笔记:

  • To have the fire burning from the start of the animation make Sta: negative. For example, try -50. The value of End: should reflect the desired animation length.
  • 从动画的开始让火燃烧获得 Sta:负数。这个例子,尝试 -50.结束的数值: 比动画所需的时间要长一点。
  • The Life: of the particles is 30. Actually it can stay at 50 for now. We will use this parameter later to adjust the height of the flames.
  • 寿命:粒子是 30 实际上它现在能停留在 50。我们迟些将会使用这一个参数去调节火焰的高度的。
  • Make the Norm: parameter a bit negative (-0.008) as this will result in a fire that has a bigger volume at its basis.
  • 制造Norm:参数一个小的负数 (-0.008) 产生一个较大的火焰体积。
  • Use a Force: Z: of about 0.200. If your fire looks too slow, this is the parameter to adjust.
  • 使用一个力: Z: 大约 0.200.如果你的火看起来太缓慢,调节这个参数。
  • Change Damp: to 0.100 to slow down the flames after a while.
  • 改变阻尼: 到 0.100 在一会儿之后减慢火焰。
  • Activate the Bspline Button. This will use an interpolation method which gives a much more fluid movement.
  • 激活 Bspline 按钮。这将会提供一个更加象流体运动的一个插入方法。
  • To add some randomness to our particles, adjust the Rand: parameter to about 0.014. Use the Randlife: parameter to add randomness in the lifetime of the particles; a really high value here gives a lively flame.
  • 为了要把一些随意值加入我们的粒子, 调节Rand: 参数到大约 0.014.使用 Randlife:参数把随意生存时间加入粒子的; 一个非常高数值会表现出一个真实的火焰。
  • Use about 600-1000 particles in total for the animation (Tot:).
  • 使用大约 600-1000个粒子作为动画总数。 (Tot:)

In the 3DWindow, you will now get a first impression of how realistically the flames move. But the most important thing for our fire will be the material.

在 3DWindow 中, 你将会得到第一印象真实的火焰移动。但是最重要的我们的火将会是什么样的材料。

The fire-material 火焰材料

With the particle emitter selected, go to the Shading Context F5 and add a new Material. Make the new material a halo-material by activating the Halo button. Also, activate HaloTex, located below this button. This allows us to use a texture later.

选择的粒子发射器, 去Shading Context F5 和添加一个新的材料。创建新的材料成为一个halo-材料和激活Halo按钮。同时, 激活HaloTex,查找这个按钮下面 。这允许我们稍后使用一个texture。

Flames Material.
Flames Material.

Give the material a fully saturated red colour with the RGB-sliders. Decrease the Alpha value to 0.700; this will make the flames a little bit transparent. Increase the Add slider up to 0.700, so the Halos will boost each other, giving us a bright interior to the flames, and a darker exterior. (Flames Material.).

给材料一个完全使之饱和的红色。减少 Alpha 数值到 0.700;这将会使火焰变得透明。增加Add滑动器增加到 0.700 ,因此,Halos将会提高, 给我们的火焰一个明亮的内部,和一个较黑暗的外面。(火焰材质.)

Flames Texture.
Flames Texture.

If you now do a test render, you will only see a bright red flame. To add a touch more realism, we need a texture. While the emitter is still selected, go to the Texture Panel and add a new Texture select the Cloud-type for it in the Texture (F6) Buttons. Adjust the NoiseSize: to 0.600. (Flames Texture.). Go back to the Material Buttons F5 and make the texture colour a yellow colour with the RGB sliders on the right side of the material buttons. To stretch the yellow spots from the cloud texture decrease the SizeY value down to 0.30. A test rendering will now display a nice fire. But we still need to make the particles fade out at the top of the fire. We can achieve this with a material animation of the Alpha and the Halo Size. Be sure that your animation is at frame 1 (SHIFT-LEFTARROW) and move the mouse over the Material Window. Now press IKEY and choose Alpha from the appearing menu. Advance the frame-slider to frame 100, set the Alpha to 0.0 and insert another key for the Alpha with IKEY. Switch one Window to an IPO Window. Activate the Material IPO Type by clicking the pertinent Menu Entry in the IPO Window header. You will see one curve for the Alpha-channel of the Material (Fire Material IPO).

如果你现在做一个测试渲染,你只将会见到一个亮红火焰。为了更加真实,我们需要一个组织。当发射器仍然被选择的时候, 按F6到Texture Panel 添加一个新的Cloud纹理.调节 NoiseSize:到 0.600.(火焰纹理.)F5回到Material Buttons给纹理一个黄色。伸展来自云组织的斑点把 SizeY 数值减少下来到 0.30.一个测试渲染 现在将会显示一个美好的火。但是我们仍然需要在火的顶部获得粒子淡化效果。我们能用和Halo Size和的Alpha的动画达成这一效果。确定:你的动画在第一帧 (SHIFT-LEFTARROW),移动鼠标到Material窗口。按 IKEY 和选择弹出菜单的Alpha。增加关键帧 ,滑动到100帧,将Alpha设定为 0.0按 IKEY 增加另一个关键帧。转换到 IPO 窗口。在 IPO 窗口里点一下Material IPO 类型激活它。你将会见到Material的Alpha动画曲线- (火材料 IPO)。

Note 注意:

An animation for a particle material is always mapped from the first 100 frames of the animation to the lifetime of a particle. This means that when we fade out a material in frame 1 to 100, a particle with a lifetime of 50 will fade out in that time.

粒子材料的动画总是在从动画的最初到 100帧比粒子的生存时间长。这意味当我们淡化效果,材料在第1到 100帧, 一个粒子具有 50帧 的生存时间将会在50帧后淡化效果。

Fire Material IPO
Fire Material IPO

Now you can render an animation. Maybe you will have to fine-tune some parameters like the life-time of the particles. You can add a great deal of realism to the scene by animating the lights (or use shadow-spotlights) and adding a sparks particle-system to the fire. Also recommended is to animate the emitter in order to get more lively flames, or use more than one emitter (Final rendering.).

现在你能渲染一个动画。也许你会微调一些参数象粒子的生存时间。你能把一个带动画的灯光(或者使用 阴影-聚光灯)添加进一个火花粒子 - 系统,把更真实效果添加到场景。也推荐动画这个发射器得到更多的真实火焰, 或使用超过一个发射器 (最终渲染.)。

Final rendering.
Final rendering.

A simple explosion 一个简单的爆炸

This explosion is designed to be used as an animated texture, for composing it with the actual scene or for using it as animated texture. For a still rendering, or a slow motion of an explosion, we may need to do a little more work in order to make it look really good. But bear in mind, that our explosion will only be seen for half a second (The explosion).

这一个爆炸被设计使用一个纹理动画, 构成真实的场景或为使用它作为纹理动画。 对于静帧渲染, 或爆炸的缓慢运动,我们可能需要做一个小而多的顺序使它看起来真实一点。 但是记住, 我们的爆炸只有半个秒 (爆炸).

The explosion
The explosion

As emitter for the explosion I have chosen an IcoSphere. To make the explosion slightly irregular, I deleted patterns of vertices with the circle select function in Edit Mode. For a specific scene it might be better to use an object as the emitter, which is shaped differently, for example like the actual object you want to blow up. My explosion is composed from two particle systems, one for the cloud of hot gases and one for the sparks. I took a rotated version of the emitter for generating the sparks. Additionally, I animated the rotation of the emitters while the particles were being generated.

选择 IcoSphere作为发射器产生爆炸,。 为了使爆炸有些不规则,我用编辑模式下使用圈选择函数删除顶点的模型。 对于一个特定的场景,以一个不同外形的物体作为发射器可能是比较好的, 这个例子里你想要的爆炸物体。 我的爆炸由二个粒子系统被组成, 一个作为热气体的和一个作为火花。 我使了一个放射器转动产生火花。 此外,当粒子正在被产生的时候,我使发射器发生旋转。

The materials 材质

The particles for the explosion are very straightforward halo materials, with a cloud texture applied to add randomness, the sparks too have a very similar material, see Material for the explosion cloud. to Texture for both..

给爆炸的粒子是很接近halo材质,与一个纹理应用到添加随意, 火花有一个很类似的材料, 见爆炸和cloud纹理到两者的材质。

Material for the explosion cloud.
Material for the explosion cloud.
Material for the sparks.
Material for the sparks.
Texture for both.
Texture for both.

Animate the Alpha-value of the Halo particles from 1.0 to 0.0 at the first 100 frames. This will be mapped to the life-time of the particles, as is usual. Notice the setting of Star in the sparks material (Material for the sparks.). This shapes the sparks a little bit. We could have also used a special texture to achieve this, however, in this case using the Star setting is the easiest option.

Alpha第1帧为1.0,100帧为0.0作为粒子Halo的动画。这将会被映射到粒子的寿命, 通常如此。注意在火花材质Star的设置 (对于火花的材质.)。这塑造一些小火花。我们可以也已经使用一个特别的纹理达成, 无论如何,在这例子使用Star设置是最容易的选择。

The particle-systems 粒子系统

Particle system for the cloud
Particle system for the cloud
Particle system for the sparks
Particle system for the sparks

As you can see in Particle system for the cloud and Particle system for the sparks, the parameters are basically the same. The difference is the Vect setting for the sparks, and the higher setting of Norm: which causes a higher speed for the sparks. I also set the Randlife: for the sparks to 2.000 resulting in an irregular shape. I suggest that you start experimenting, using these parameters to begin with. The actual settings are dependent on what you want to achieve. Try adding more emitters for debris, smoke, etc.

你能看见粒子系统的云和粒子系统的火花,参数基本上是相同的。差别是火花的 Vect 设置,和比较高级的Norm设置:引起比较高的speed作为火花。我也设置 Randlife: 对于火花到 2.000 造成一个不规则的形状。我建议你开始实验, 开始使用这些参数。实际的设置是看你想要什么样的效果。试着增加更多的发射器作为碎片,烟, 等等。

Fireworks 烟火

A button we have not used so far is the Mult: button. The whole third line of buttons in the Panel is related to this. Prepare a plane and add a particle system to the plane. Adjust the parameters so that you get some particles flying into the sky, then increase the value of Mult: to 1.0. This will cause 100% of the particles to generate child particles when their life ends. Right now, every particle will generate four children. So we'll need to increase the Child: value to about 90 (Particle Multiplication buttons). You should now see a convincing firework made from particles, when you preview the animation with ALT-A.

我们到现在为止没有使用的一个按钮是 Mult: 按钮。在面板的第三线按钮总与这有关。准备一个 plane 和把一个粒子系统加入 plane。调节参数,以便使你的一些粒子飞上天空, 然后增加 Mult 的数值: 到 1.0.当他们的寿命结束的时候,这将会导致 100% 的粒子产生子粒子。现在,每个粒子将会产生四个子粒子。因此我们将会需要增加 Child: 数值到大约 90.(粒子倍增按钮)你现在应该见到一个用粒子做的使人信服的烟火, ALT-A预览动画。

Particle Multiplication buttons
Particle Multiplication buttons

When you render the firework it will not look very impressive. This is because of the standard halo material that Blender assigns. Consequently, the next step is to assign a better material. Ensure that you have the emitter selected and go to the Shading Context and Material Buttons (F5). Add a new material with the Menu Button, and set the type to Halo.

当你 render 烟火它看起来不那么使人感动。这是因为Blender分配标准halo材质。因此,下一步骤将分配一个较好的材质。确保:你挑选了发射器去Shading面板和Material按钮 (F5) 。在菜单按钮添加一个新的材质,和设置类型为Halo。

Firework Material 1
Firework Material 1

I have used a pretty straightforward halo material; you can see the parameters in Firework Material 1. The rendered animation will now look much better, yet there is still something we can do. While the emitter is selected go to the Editing Context F9 and add a new material index by clicking on the New button in the Link and Materials Panel (Adding a second material to the emitter.).

我已经使用一个漂亮直直的halo材质;你能在烟火材质1见到参数.渲染的动画现在将会看起来更好, 然而仍然有些事我们能做 选择当前当发射器去Editing面板 F9 在Link and Materials面板按下new按钮添加一个新材质指标 (把第二个材质加入发射器.)

Adding a second material to the emitter.
Adding a second material to the emitter.

Now switch back to the Shading Context. You will see that the material data browsehas changed colour to blue. The button labelled 2 indicates that this material is used by two users. Now click on the 2 button and confirm the popup. Rename the Material to "Material 2" and change the colour of the halo and the lines (Material 2).

现在转回到Shading面板。你将会见到材质数据 browsehas 将颜色换成蓝色。被贴上标签 2 的按钮指示这一个材质被二个物体使用。现在按下2按钮和确定弹出的对话框。重新命名材质 " 材质 2" 和改变lines和halo的颜色.(材质 2)

Material 2
Material 2

Switch to the particle parameters and change the Mat: button to "2". Render again and you see that the first generation of particles is now using the first material and the second generation the second material! This way you can have up to 16 (that's the maximum number of material indices) materials for particles.

转换到粒子参数和改变Mat: 按钮到 "2".再次渲染,你见到粒子的第一代现在正在使用第一个材质,而第二代正在使用第二个材质的!你能用这个方法为粒子制作16(是材质可用的最大数目)个材料作。

Further enhancements 进进一步增强: Beside changing materials you also can use the material IPOs to animate material settings of each different material.

你能为每一个材质制作IPO动画曲线而达到更真实的效果。


Controlling Particles via a Lattice 控制粒子通过一个Lattice

Blender's particle system is extremely powerful, and the course of particles can not only be determined via forces but channelled by a lattice. Prepare a single square mesh and add a particle system to it with a negative z-force and the general parameters in Particle settings.

Blender 的粒子系统极端强大, 和粒子的行动 不只能由力场决定,一个格子做的路线也行。准备一个正方形的网格和添加一个粒子系统,设置粒子参数 force为负z。

Particle settings
Particle settings

This could be good for the smoke of four small fires fire in a windless day, but we want to twist it! Add a lattice and deform it as in as in Lattice settings.

对四个小火的烟在一个无风的日子里这可能是好结果, 但是我们想要扭曲它! 加一个lattice和在lattice设置中使它变形。

Lattice settings
Lattice settings

Parent the particle emitter to the lattice (CTRL-P). If you now select the particle emitter, switch to Animation buttons (F7) and press RecalcAll you will notice that the particles follows, more or less, the lattice (Lattice deformation effects on the left). As a further tweak, rotate each horizontal section of the lattice 60 degrees clockwise in top view, incrementally, as if you were making a screw. After this, recalculate again the particles. The result is in Lattice deformation effects on the right.

将格子父化到粒子发射器.(CTRL-P).如果你现在选择粒子发射器, 转到动画面板 (F7) 和点击 RecalcAll 你将会注意粒子按照路径运行, 或多或少,lattice.(lattice变形效应在左边).在顶视图顺时针旋转每一个水平面的lattice顶点60度,好像你正在作一个螺丝。之后,再重新计算粒子。结果在左边的格子变形效应。

Lattice deformation effects
Lattice deformation effects

The twist is evident, and of course you can achieve even stronger effects by rotating the lattice more or by using a lattice with more subdivisions. If you give the emitter a halo material and you render you will see something like Normal particles, left; Vector particles, centre; and DupliVerted objects following the particles, right. on the left.

扭转是显然的。 当然,你能旋转格子更多或使用一个较多细分的attice一起达成更强效应。如果你给发射器一个halo材质,渲染后将会见到有点像Normal粒子的, 左边;矢量粒子, 中心,和 DupliVerted 物体在粒子之下, 纠正. 在左边。

Normal particles, left; Vector particles, centre; and DupliVerted objects following the particles, right.
Normal particles, left; Vector particles, centre; and DupliVerted objects following the particles, right.

If you select the emitter, turn to animation buttons and press the Vect Particle Button the particles will turn from points to segments, with a length and a direction proportional to the particle velocity. A rendering now will give the result of Normal particles, left; Vector particles, centre; and DupliVerted objects following the particles, right. in the middle. It you now Duplivert an object to the emitter, by parenting it and by pressing the Duplivert button, the DupliVerted objects will have the same orientation of the original object if the particles are normal particles, but will be rotated and aligned to the particle direction if the Particles are set to vert. By selecting the Original Object and by playing with the Track buttons you can change orientation (Normal particles, left; Vector particles, centre; and DupliVerted objects following the particles, right. on the right).

如果你选择发射器, 转动动画按钮和按 Vect 粒子按钮 , 粒子的速度将会以一个长度和方向比例从点到段转动。一个渲染现在将会得到正常粒子的结果, 左边;矢量粒子, 中心; 和 DupliVerted 物体跟随粒子, 纠正。在中间。现在你 Duplivert 发射器的一个物体并父化它, 按 Duplivert 按钮, 如果粒子是normal粒子,这个DupliVerted物体有原始物体的同一的方向,但是如果粒子被设为vert时候将会被旋转和排列到粒子的方向。选择原始物体使用Track按钮播发能改变方向 (法线粒子,左边; 矢量粒子, 中心; 和DupliVerted 物体跟随粒子,右边。在右边).

Static Particles 静态粒子

Static particles are useful when making objects like fibres, grass, fur and plants. Try making a little character, or just a ball, to test the static particles. Try for example a small 'ball of fur' guy. An emitter is not rendered, so duplicate the mesh (or whatever object type you used and convert (ALT-C) it into a mesh). A fractal subdivide to the mesh to get some randomness into it, is usually a good idea. If you end up with mesh that is too dense, use "Remove Doubles" with an increased limit. Cut out parts with the circle select where you do not want to have fur. Now, assign the particle system and, switch on the Static option.

当制造物体象纤维、草、毛发和植物的时候,静态粒子是很好用的。试作一个小角色, 或只是一个球, 测试静态粒子。这个例子尝试做一个小的 '毛球' 家伙。一个发射器没被渲染, 复制网格.(或任何的物体类型转换到一个网格物体 (Alt-C) )对网格进行不规则细分得到一些随意的模型, 通常是一个好主意。如果你的网格边缘于太密集, 使用 " Remove Doubles "和一个增加的限度。在你不想有毛的地方, 环绕选择,切开它。现在, 分配粒子系统和开启静态选项。

Static particle settings
Static particle settings

Use these parameters in Static particle settings. With the combination of Life and Norm you can control the length of the hair. Use a force in a negative z-direction to let the hair bend. Check Face to generate the particles, not only on the vertices but also distributed on the faces. Also check Vect; this will generate fibre like particles. The Step value defines how many particles per lifetime are generated. Set this to a lower value to get smoother curves for the particles, and be sure not to overlook setting the Rand value. When you now render, you will get very blurred particles. The material used for static particles is very important, so add a material for the emitter in the Shading Context (F5).

在静态的粒子设置中使用这些参数。联合Life和Norm参数,你能控制头发的长度。在force使用一个负z-方向去让头发弯曲。检查面产生粒子, 不只有在顶点上也在面上。也检查 Vect;这样粒子将会产生像的纤维的效果。步数值定义每一操作时间多少粒子被产生。将这设定为一个较低的数值使粒子获得更光滑的曲线,而且确定是否设置了Rand数值。现在你渲染, 你将会得到非常模糊的粒子。为静态的粒子使用材质是很重要的, 因此在Shading面板 (F5) 为发射器添加一个材质作。

Material settings
Material settings

I use a very small HaloSize (0.001). In the Number Button you can't see that, so to adjust click the button with the LMB while holding SHIFT. Enable the Shaded option to have the particles influenced by the lights in the scene, and then activate HaloTex. We are going to use a texture to shape the hairs (Material settings).

我使用很小的 HaloSize 。(0.001)在Number按钮你中不能见到那, 用SHIFT + LMB点一下这个按钮去调节。开启Shaded选项使灯光影响粒子, 然后激活 HaloTex。我们要使用一个纹理创建头发 (材质设置)

Texture Colorband settings
Texture Colorband settings

Switch to the Texture sub-context (F6) and add a new Blend type texture. Choose Lin as sub-type. Activate the Colorband option and adjust the colors as in Texture Colorband settings. You will get a nice blend, from transparent through to purple and back again to transparent.

转到Texture sub-context (F6) 和鞭打加一个新的Blend类型纹理.选择Lin子类型。激活 Colorband 选择项,和调节颜色在纹理Colorband设置。你将会获得一个好的混合,透明穿越紫色和背景和再次透明。

Texture settings in the Material buttons
Texture settings in the Material buttons

Go back to the Material Buttons sub-context and make sure that Alpha is activated in the texture mapping output on the right of the Material Buttons. Then use sizeX and sizeY to shape the halo in the material preview to a small fiber (Texture settings in the Material buttons). If your fur is not dense enough, then increase the particle count with Tot or add more emitters. Also, change the particle parameters for these additional emitters a little so that you get some variation in the hairs (Final result).

回到Material按钮面板,确定在纹理贴图输出上Alpha是激活的。然后使用sizeX和sizeY 创建halo 对在材质预览框预览一个小毛发的效果。(纹理设置在材质按钮中)如果您的毛发不够密集的,增加粒子数量或者添加更多的发射器。同时,改变添加的发射器的粒子参数,以便你获得一些不同的效果(最后结果)。

Final result
Final result
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