Re: --Need Help with Particles Emitters-- Update 2004-06-08 - By nickjsky
Back Hi Turk,
The Particle Emitter can be difficult to get the right results from. It is also limited in that there is no built in way to make the particle shapes always face the camera (you have to use a plugin like DGC's Anything Grows or Zmorphic's Particle Sprite). And, ironically, you can't animate the settings in the Emitter master object. Also the Particle Shader does not work properly to color each particle according to it's own age (it ends up coloring all particles according to the age of the very first particle).
Nevertheless, you can get good results if you play with it long enough. I spent about three hours and came up with the following formula for a pretty good fire hose water stream:
PARTICLE EMITTER SYSTEM: Max = 1000 Frequency = 200 +/- 0.00 Lifetime = 2.5 +/- 0.50 Velocity = 40 +/- 1.00 Size = 0.5 +/- 0.00 Shape = Sphere
EMIT: Emit Area = X=0, Y=0, Z=0 Emit Angle = 0.00 +/- 0.02 Emit Type = Free
ENV: Air Friction = 30.00 Gravity = Z = -9.00
I'll explain these settings. Most importantly, the Emit Type has to be "Free". If it is "Bound", the particles are locked to the orientation and position of the emitter. With "Free", each particle is independent of the emitter as soon it is created. The shape is set to "Sphere" because all the other particle shapes are flat and on edge to the camera when viewed from the side.
The Frequency and the Size are set to +/- zero so that the particles emit at a smooth and constant rate, yet the Velocity is set to +/- 1 so that the particles start pulling away from each other just like a water stream would. For the same reason, the Emit Area is 0,0,0 and the Angle is zero degrees so the particles come straight out of a single point, but I put in a +/- 0.02 degree variance so the stream starts widening slightly over the distance it travels.
For the shader of this water stream, you can use some fairly complicated methods to enhance the realism, but I used something simple that still looks OK. My shader is:
COLOR = Value = 21 HIGHLIGHT = Value = 8 SHININESS = Value = 0 BUMP = None TRANSPARENCY = Value = 79 REFRACTION = None GLOW = None
The last step which really improves the appearance of the particle stream is to scale the Particle Emitter in the Z-Axis to 225% (X and Y remain 100%). This stretches all the sphere particles into ellipsoid particles, but it does not stretch the length of the stream since the Emit Type is "Free". Now, point the emitter in the direction you want, and let 'er rip--I mean render the animation. You can even move the stream back and forth in the animation.
Hope this helps.
--Nick
-- ---- ---- ---- ---- ---- ---- ---- ---- ------ > > > Yes I trying to make a Stream of Water with the Particle >Emitter. But I haven't mastered the Particle Emitter yet. > >Thanks, >Turk
-- ---- ---- ---- ------ Yahoo! Groups Sponsor -- ---- ---- ---- --~--> Make a clean sweep of pop-up ads. Yahoo! Companion Toolbar. Now with Pop-Up Blocker. Get it for free! http://us.click.yahoo.com/L5YrjA/eSIIAA/yQLSAA/_iFolB/TM -- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- -----~->
Welcome Yahoo Members! SPECIAL OFFER Go to this link for more details. http://www.eovia.com/offers/yahooForum.jsp
Yahoo! Groups Links
<*> To visit your group on the web, go to: http://groups.yahoo.com/group/Carrara/
<*> To unsubscribe from this group, send an email to: Carrara-unsubscribe@(protected)
<*> Your use of Yahoo! Groups is subject to: http://docs.yahoo.com/info/terms/
|
|