Particle
粒子
出生率编辑器[0.1000000]
Defines how many particles per second are to be created in the viewport. The particles are emitted randomly from the entire surface of the emitter.
定义每秒要在视区中创建多少粒子。粒子从发射器的整个表面随机发射。
Birthrate Renderer[0..1000000]
出生率渲染器[0.1000000]
Defines how many particles per second are to be created in the renderer. The particles are emitted randomly from the surface of the emitter.
定义在渲染器中每秒创建多少粒子。这些粒子从发射器的表面随机发射。
能见度[0. . 100% ]
Defines how many of the particles should be visible. At first glance, this appears to offer no more than the birthrate settings. However, it is not possible to animate some of the parameters in the particle system, such as the birthrate settings. If you want to vary the intensity of the particle stream over time, animate the Visibility setting.
定义应该有多少粒子可见。乍一看,这似乎只提供了出生率设置。然而,它不可能动画的一些参数在粒子系统,如出生率设置。如果希望随时间变化粒子流的强度,可以动画可见性设置。
启动发光/停止发光
Use these values to define when (in frames) the particle emission should start and end.
使用这些值来定义粒子发射何时(在帧中)开始和结束。
[0.10000]
Seed is used to create the pattern of the particle stream. If you copy an emitter, you will notice that both emitters generate exactly the same pattern. If you want each stream to be unique, set the Seed of each emitter to a different value. For example, a seed value of 1 will create a completely different stream than a seed value of 0.
种子用于创建粒子流的模式。如果您复制发射器,您将注意到两个发射器生成完全相同的模式。如果您希望每个流都是唯一的,那么将每个发射器的 Seed 设置为不同的值。例如,种子值1将创建一个与种子值0完全不同的流。
相对速度
If this option is disabled, the particle’s speed will be absolute and dependent on whether or not the Emitter is moving. If the defined particle speed is 100 cm/s and the Emitter moves with 500 cm/s in the direction of the particle emission, each particle will still only move at 100 cm/s.
如果此选项被禁用,粒子的速度将是绝对的,并取决于发射器是否在移动。如果定义的粒子速度是100厘米/秒,发射器沿粒子发射方向移动500厘米/秒,那么每个粒子仍然只移动100厘米/秒。
If this option is enabled, the defined speed will be added with that of the Emitter. For the aforementioned example, this would mean that the particles would move at 600 cm/s. This is a more precise and the particles will behave realistically. For example, if you were to throw a tennis ball out of a moving car, the tennis ball would also move at the speed of the car plus the velocity at which it was thrown.
如果启用此选项,定义的速度将与发射器的速度一起添加。对于前面提到的例子,这意味着粒子将以600厘米/秒的速度运动。这是一个更精确的和粒子将行为现实。例如,如果你把一个网球扔出一辆行驶中的汽车,网球也会以汽车的速度加上抛出的速度移动。
一生
Gives the length of time a particle will be visible. For example, if flying sparks are set to be visible for 20 frames, the particles will disappear after this time. This value also controls the length of the animation Track in the Timeline.
给出粒子可见的时间长度。例如,如果飞溅的火花被设置为可见的20帧,粒子将在这个时间之后消失。此值还控制时间轴中动画跟踪的长度。
变动[0. . 100% ]
Variation adds a deviation factor to the Lifetime value; i.e., individual particles can live for a longer or shorter time, according to the size of the Variation value.
变化给寿命值增加了一个偏差系数,即,根据变化值的大小,单个粒子的寿命可以延长或缩短。
速度[-∞ . . + ∞ m ]
Indicates the speed of the individual particles, in units per second. The higher you set the value, the longer the particle stream will be displayed in the viewport.
指示单个粒子的速度,单位为每秒。设置的值越高,粒子流在视区中显示的时间就越长。
The speed can be set to 0. This can be useful if the emitter is animated, such as travelling along a spline, and you want the emitter to leave a trail of particles behind. Negative values can also be used. The emitter will then emit the particle stream in the negative Z direction. 速度可以设置为0。如果发射器是动画的,比如沿着一条样条移动,并且你希望发射器留下粒子的痕迹,那么这就很有用。也可以使用负值。然后发射器将以负 z 方向发射粒子流变动[0. . 100% ]
Variation introduces randomness to the speed. A value of 100% can make individual particles twice as fast, or twice as slow.
变化给速度带来了随机性。100% 的数值可以使单个粒子的速度提高一倍,或者提高一倍。
旋转[-∞ . . + ∞ ° ]
Specifies the amount by which the particles will revolve around a spatial axis.
指定粒子围绕空间轴旋转的数量。
变动[0. . 100% ]
Variation adds a deviation factor to the value.
变异增加了值的偏差系数。
最终比例尺[0. . + ∞]
Defines the final size of the particles relative to their starting size. A value of 0.5, for example, will shrink the particles to half their initial size.
定义粒子相对于其起始大小的最终大小。例如,0.5的值将使粒子缩小到初始大小的一半。
变动[0. . 100% ]
Variation defines a variable factor for the scaling so that the particles are sometimes larger or smaller at the end of the animation.
变化为缩放定义了一个变量因子,因此在动画结束时粒子有时会变大或变小。
切线的
If this option is disabled, the local Z axis of the individual object particles will always be aligned with the Z axis of the emitter.
如果禁用此选项,单个物体粒子的本地 z 轴将始终与发射器的 z 轴对齐。
If the emitter orientation is animated, the local axes of each particle will be rotated if necessary to maintain this relationship. When Tangential is enabled, object particles are emitted with their Z axis aligned with the emitter’s Z axis, but the orientation of each particle’s local axis does not change as the emitter’s orientation changes.
如果发射器的方向是动画的,那么每个粒子的局部轴将被旋转以保持这种关系。当切线被启用时,物体粒子被发射出来,其 z 轴与发射器的 z 轴对齐,但是每个粒子的局部轴的方向不随发射器方向的改变而改变。
显示对象
If this option is disabled, the particles will be displayed in the viewport as lines. The direction and length of each line indicates the direction of flight and current speed of the respective particle — the longer the line, the faster the particle.
如果此选项被禁用,粒子将以线的形式显示在视区中。每条直线的方向和长度表示各自粒子的飞行方向和电流速度ーー直线越长,粒子的速度越快。
If this option is enabled, the particles will be displayed in the viewport as objects (provided you have made an object a child of the emitter). This display mode can slow down the redraw rate considerably, especially when using complex objects as particles.
如果启用此选项,粒子将作为对象显示在视区中(前提是您已经使对象成为发射器的子对象)。这种显示模式可以大大降低重绘速度,特别是当使用复杂的物体作为粒子。
渲染实例
Enable this option if the objects generated by the Emitter should be optimized with regard to memory usage, i.e., an almost infinite number of renderable Render- und Multiinstanzen should be rendered.’
如果发射器生成的对象应该根据内存使用情况进行优化,那么启用这个选项,也就是说,应该渲染几乎无限多的可渲染 Render-und Multiinstanzen