Parameter
参数
On this page in the Attribute Manager, you will find all the parameters needed to set up collision detection for particles.
在属性管理器的这个页面上,你可以找到设置粒子碰撞侦测所需的所有参数。
对象
The object that the particles should collide with.
粒子与之碰撞的物体。
Deflector Type
X Size[0..+∞]
Y Size[0..+∞]
Z Size[0..+∞]
Radius[0..+∞]
偏转器类型 x 尺寸[0. . + ∞] y 尺寸[0. . + ∞] z 尺寸[0. . + ∞]半径[0. . + ∞]
You have a choice of four collision modes. In Object mode, the particles will collide with any of the object’s polygons. However, for faster collision detection, you may want to use a box or sphere shape that approximates the shape of the object. In these cases, set Deflector Type to Box or Sphere. The size of the collision box is set using the X Size, Y Size and Z Size parameters, while Radius defines the size of the collision sphere. In Geometry mode, collision detection is at the polygon level provided that a geometry has been assigned to the particles.
你可以选择四种碰撞模式。在物体模式下,粒子将与物体的任何多边形碰撞。然而,为了更快的碰撞侦测,你可能想要使用一个近似于物体形状的盒子或者球体。在这些情况下,设置偏转器类型为盒子或球体。碰撞盒的大小是使用 x Size、 y Size 和 z Size 参数设置的,而半径则定义了碰撞球的大小。在几何模式中,碰撞侦测是在多边形的水平上,只要粒子被赋予了几何形状。
碰撞类型
There are two sides to each surface: the frontface and the backface. The frontface is the one from which the surface normal extends.
每个表面有两面: 正面和背面。正面是表面法线延伸的面。
This setting determines whether particles should collide with frontfaces only (Front), backfaces only (Back) or both (Two Side).
这个设置决定了粒子是只与正面碰撞(正面) ,还是只与背面碰撞(反面) ,或者两者都碰撞(双面)。
Offset Type
Offset[-∞..+∞]
Variation[0..100%]
偏移类型偏移量[-∞ . . + ∞]变差[0.100% ]
Especially when using large objects as particles, you will need to offset the distance at which collision detection takes place from the surface against which the particles rebound. This Offset Type enables you to define the type of offset used.
特别是当使用大型物体作为粒子的时候,你需要偏移粒子反弹时发生碰撞侦测的距离。使用此偏移量类型可以定义所使用的偏移量类型。
没有
No offset will be calculated; the particles will collide directly with the surface.
不计算偏移量,粒子将直接与表面碰撞。
Particle Size Travel
Particle Size X
Particle Size Y
Particle Size Z
颗粒大小流动颗粒大小 x 颗粒大小 y 颗粒大小
The particle size (in its direction of travel) will be used for the collision detection; this is especially useful when the particle is stretched in its direction of travel.
粒子大小(在其运动方向上)将用于碰撞侦测; 当粒子沿其运动方向拉伸时,这一点特别有用。
The particle size along the X axis, Y axis or Z axis will be used for the collision detection, depending on which one of these three settings you choose.
沿 x 轴、 y 轴或 z 轴的粒子大小将用于碰撞侦测,具体取决于您选择的这3种设置中的哪一种。
User Defined Travel
User Defined X
User Defined Y
User Defined Z
用户定义旅行者定义 x 用户定义 y 用户定义 z
This is the same option as Particle Size Travel except you can define the offset using Offset. In addition, you can vary the offset using Variation.
这是相同的选项作为粒子大小旅行,除了您可以定义偏移使用偏移量。此外,您可以使用变差改变偏移量。
These settings have the same effect as Particle Size X, Particle Size Y and Particle Size Z except that you can define the offset using Offset. In addition, you can vary the offset using Variation.
这些设置与粒子尺寸 x,粒子尺寸 y 和粒子尺寸 z 有相同的效果,除了你可以使用偏移量来定义偏移量。此外,您可以使用变差改变偏移量。
Bounce[0..+∞%]
Variation[0..100%]
反弹[0. . + ∞% ]变化[0. . 100% ]
Bounce determines how much energy the particles retain after a collision. With a value of 0%, the energy of the particles will be absorbed completely. You can vary the Bounce value using the Variation parameter.
反弹决定了粒子在碰撞后保留多少能量。当值为0% 时,粒子的能量将被完全吸收。您可以使用 Variation 参数改变 Bounce 值。
表面[0. . 100% ]
With hard surfaces and hard particles, the angle of incidence should normally be the same as the angle of reflection. However, this behavior changes when liquids are involved, so you can adjust this behavior using the Surface value. A value of 0% reflects the particles normally, while a value of 100% reflects the particles parallel to the collision surface.
对于坚硬的表面和坚硬的颗粒,波动角度通常应该与反射角相同。但是,当涉及到液体时,这种行为就会改变,因此您可以使用表面值来调整这种行为。正常情况下,0% 的值反映了粒子,而100% 的值则反映了平行于碰撞表面的粒子。
能量[0. . + ∞% ]
With an Energy value of 0%, all particles rebound in the same way. The energy of each particle then depends on its speed and mass. With Energy values greater than 0%, particles of high mass and low speed reflect less strongly than those with a low mass and high speed. A value of 100% simulates a mathematically correct behavior, taking into account the particle speed and mass.
当能量值为0% 时,所有粒子都以同样的方式反弹。每个粒子的能量取决于它的速度和质量。当能量值大于0% 时,质量大、速度低的粒子反射能力小于质量小、速度快的粒子。考虑到粒子的速度和质量,100% 的值模拟了一个数学上正确的行为。
摩擦力[0. . 100% ]
When a particle moves along the surface (at a low angle or high Surface value), it will be slowed by friction. A value of 0% set here applies no friction to the particles and will not slow them down.
当一个粒子沿着表面运动(以低角度或高表面值)时,它会因摩擦而减速。这里设定的0% 值不会对粒子产生摩擦力,也不会使它们减速。
旋转[0. . + ∞% ]
This allows you to apply spin to the particles at the time of the collision. The Spin value defines the angular speed of the spin. The direction of the spin will be calculated automatically based on the direction of flight and the collision angle.
这允许你在碰撞的时候对粒子施加自旋。自旋值定义了自旋的角速度。自旋方向将根据飞行方向和碰撞角度自动计算出来。
混乱[0. . 100% ]
The Chaos value distributes friction unevenly over the surface. This will scatter the particles as they move over the surface.
混沌值分布摩擦不均匀的表面。这将分散粒子,因为他们在表面上移动。
Vel. 继承[-∞ . . + ∞% ]
Determines how strongly the particles inherit the velocity of the surface with which they collide. Think of a ball that bounces off the bumper of a moving car. The ball will inherit the velocity of the car in addition to its own velocity.
确定粒子继承它们碰撞的表面速度的强度。想象一个球从行驶中的汽车的保险杠上弹了下来。除了自身的速度外,球还会继承汽车的速度。
A value of 0% means that none of the surface’s velocity is inherited by the particles, while a value of 100% means that the velocity is inherited completely.
0% 的值意味着表面的速度没有被粒子继承,而100% 的值意味着速度被完全继承。
比赛项目
If this option is enabled, the node merely detects collisions, the velocity of the particles is not changed by the node. This is especially useful for triggering events when particles collide with particular surfaces.
如果启用此选项,则节点仅检测碰撞,粒子的速度不会被节点改变。这对于粒子与特定表面碰撞时触发事件特别有用。
Additional input ports:
其他输入端口:
•粒子
Connect this port to the stream of particles that should collide with the surfaces, such as to the Particle output port of a PPass node.
将这个端口连接到应该与表面碰撞的粒子流,例如 PPass 节点的粒子输出端口。
•安
A Boole value of True switches the node on; a value of False switches it off.
值为 True 的 Boole 将打开该节点; 值为 False 将关闭该节点。
•动画时间
Since the node’s parameters can be keyframe animated, by default the Cinema 4D time is used internally to ensure that the values are interpolated correctly. However, you can pass your own time value to this port. This should be of the data type Time, which is a Real number in the simplest case. If no value is passed, Cinema 4D’s time is used.
由于节点的参数可以是关键帧动画,默认情况下 Cinema 4D 时间在内部使用,以确保值被正确插值。但是,您可以将自己的时间值传递到此端口。这应该是数据类型 Time,在最简单的情况下,它是一个实数。如果没有值传递,使用 Cinema 4D 的时间。
Output ports:
输出端口:
事件•
Outputs the Boole value True for each particle that has collided with a surface at the current frame.
对于在当前帧中与某个表面发生碰撞的每个粒子,输出 Boole 值 True。
事件位置[ XYZ ]•
Outputs the positions, as vector values, where particles have collided with surfaces at the current frame.
输出粒子在当前帧中与表面碰撞的位置,如矢量值。
事件正常•
Outputs the direction of the surface normal at the positions where particles have collided with surfaces.
输出粒子与表面碰撞处表面法线的方向。
事件反射•
Gives the angle of reflection of each particle after the collision.
给出碰撞后每个粒子的反射角。