PFragment 片段Basic 基础Parameter 参数

Parameter

参数

Using these parameters, you can control when fragments are created as well as their radius, thickness and much more.

使用这些参数,您可以控制创建片段的时间以及它们的半径、厚度等等。

Weight
Threshold[0..+∞]

体重阈值[0. . + ∞]

Using the color gradient, which runs along the object axis defined by From To, you can decide which object regions, if any, should be fragmented. White regions will be fragmented, black remain intact. In conjunction with the Threshold parameter you can define how gray regions should be dealt with – the lower the Threshold value, the more gray that will be included in the fragmentation. If set to 0, all will fragment; if all is black, nothing will fragment.

使用沿着 From To 定义的对象轴运行的颜色渐变,您可以决定哪些对象区域(如果有的话)应该被分段。白色的区域将会支离破碎,黑色的区域将会完好无损。结合 Threshold 参数,您可以定义如何处理灰色区域——阈值越低,碎片中包含的灰色就越多。如果设置为0,所有的都会碎裂; 如果所有的都是黑色的,没有任何东西会碎裂。

Variation[0..100%]

变动[0. . 100% ]

Use this value to vary the fragmentation that is created via the Weight and Threshold parameters. The greater the value the more random the dispersion of fragments will be.

使用此值可以更改通过 Weight 和 Threshold 参数创建的碎片。值越大,碎片的散布就越随机。

From to

从到

Controls the progress of the fragmentation, especially the starting point and therefore the direction. For example, a setting of -Y to +Y will fragment the object along the Y axis starting with negative Y values. The axis system of each particle is used to determine this direction. When modifying the direction of the particles, such as by applying spin, this rotation will differ from the world or emitter axis. The progress of fragmentation along this axis is controlled by Threshold.

控制碎片的进度,特别是起点和方向。例如,将-y 设置为 + y 将使对象沿 y 轴分段,从负 y 值开始。每个粒子的轴系用来确定这个方向。当修改粒子的方向时,例如通过施加自旋,这种旋转将不同于世界或发射极轴。沿着这个轴的碎片化过程由“阈值”控制。

Type
Angle[0..180°]
Radius[0..+∞%]
Count[0..2147483647]

TypeAngle [0. . 180 ° ] Radius [0. . + ∞% ] Count [0. . 2147483647]

Type controls the shape of the fragments. You can also set the shape by connecting a PShape node to the Born Particle output port.

类型控制片段的形状。还可以通过将 PShape 节点连接到 Born Particle 输出端口来设置形状。

Single Faces

单面

If you set Type to Single Faces, three-sided polygons are used as the fragments.

如果将 Type 设置为单面,则使用三边多边形作为片段。

Smooth and Distance

平滑与距离

If Type is set to Smooth And Distance, the Angle and Radius parameters become available. The fragmentation will then depend on the angle of the surfacenormal. Contiguous faces with the same surface normal direction will form a single fragment. The size of the fragments is determined by the Radius value. This percentage relates to the original particle’s size / bounding box. A value of 50% will set the fragments to half the size of the original particle.

如果类型设置为光滑和距离,角度和半径参数可用。碎裂将取决于表面的角度。具有相同表面法线方向的相邻面将形成单个碎片。碎片的大小由半径值决定。这个百分比与原始粒子的大小/包围盒有关。一个50% 的值将设置碎片的一半大小的原始粒子。

Count

伯爵

With a Type setting of Count, the Count input box is enabled, which then defines the number of fragments per fragmented particle. For example, if Count is set to 5 and all particles are fragmented, each particle will give rise to five fragments.

使用 Count 的 Type 设置,启用 Count 输入框,然后它定义每个片段粒子的片段数。例如,如果计数设置为5,并且所有粒子都支离破碎,那么每个粒子将产生5个碎片。

No Fragments

没有碎片

This option enables you to create holes in the particle object by making the created fragments vanish.

这个选项允许您通过让创建的片段消失在粒子对象中来创建洞。

Alignment Correction

校正路线

Because forces such as wind can affect a particle’s direction, there is no simple way to predict a particle’s direction at the time of its fragmentation. Using this parameter, you can set the initial alignment of the fragments along the surface Normals of the particle object.

由于诸如风之类的作用力可以影响粒子的方向,因此没有简单的方法来预测粒子在碎裂时的方向。使用这个参数,您可以设置片段沿着粒子对象的表面法线的初始对齐。

Thickness[0..+∞%]

厚度[0. . + ∞% ]

You can extrude the surface of fragments using this parameter. The extrusion is controlled by a percentage relative to the original size of the particle objects. For example, 100% will extrude each fragment to the maximum size of the particle object. Assigning a thickness will increase the number of faces that has to be calculated and stored. This requires much more RAM than two-dimensional faces.

您可以使用这个参数来挤压片段的表面。挤压是由相对于颗粒物体的原始尺寸的百分比来控制的。例如,100% 将把每个碎片挤压到粒子对象的最大尺寸。分配厚度将增加需要计算和存储的面的数量。这需要比二维面更多的内存。

Life Span
Variation[0..100%]

寿命变化[0. . 100% ]

This setting defines the Cinema 4D life span for each fragment, rather like the life span of a standard particle. Each particle will die after exceeding its life span. You can vary the life span of each particle using the Variation parameter.

这种设置为每个片段定义了Cinema 4D 的寿命,就像标准粒子的寿命一样。每个粒子在超过其寿命后都会死亡。您可以使用 Variation 参数改变每个粒子的寿命。

Speed[-∞..+∞]
Variation[0..100%]

速度[-∞ . . + ∞]变化[0.100% ]

Defines the speed of each fragment relative to the original particle object. You can vary this speed for each particle using the Variation parameter.

定义每个碎片相对于原始粒子对象的速度。您可以使用 Variation 参数改变每个粒子的速度。

Remaining Type

余下类别

This setting affects how the original object left behind looks after the fragments have broken away from it.

这个设置会影响原始对象在碎片脱离之后的外观。

None

没有

The original particle object will vanish completely.

原来的粒子物体将完全消失。

Hollow

空洞

This will create gaps in the surface of the particle object, as though the fragment has been chipped away from it. This will create the effect of an object breaking into pieces.

这将在粒子物体的表面产生空隙,就好像碎片已经从它上面被削掉了一样。这会产生一个物体分裂成碎片的效果。

Solid

固体

Each fragment will cut a chunk out of the object. This is comparable to an orange that is being peeled.

每一块碎片都会从物体上切下一大块,这相当于一个正在剥皮的橙子。

Thickness[0..+∞%]

厚度[0. . + ∞% ]

This value sets a thickness for the object left behind to make it appear solid instead of hollow. This will increase the number of faces and will require more memory.

此值设置留下的对象的厚度,使其显示为实心而不是空心。这会增加面孔的数量,并且需要更多的记忆。

Die after Fragmentation

分裂后的死亡

This option prevents the fragments from being fragmented.

这个选项可以防止片段被分割。

In this example a particle group will be fragmented the moment a light shines onto the group. 在这个例子中,一束光照射到一个粒子群上时,该粒子群就会分裂

Additional input ports

额外的输入端口

On

•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。

Animation Time

•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。

Particle

•粒子

Connect this port to the particle stream that should be fragmented, such as to the Particle output port of a PPass node.

将该端口连接到应该分段的粒子流,例如连接到 PPass 节点的粒子输出端口。

Output ports

输出端口

Born Particle

生来的粒子•

The particle stream that is available here is the particles that have been born at the current frame. So, if you connect this to a Particle input port of another node, the node will affect particles only as they are born.

这里可用的粒子流是在当前框架下诞生的粒子。因此,如果您将其连接到另一个节点的粒子输入端口,该节点将只影响粒子的出生。

If instead you want to affect all particles created, put them into a group by connecting this port to a PGroup node and then use a PPass node to pass on all the particles within that group. This is normally the most useful thing to do.

如果你想影响所有创建的粒子,通过连接这个端口到一个 PGroup 节点将它们放入一个组中,然后使用一个 ppas 节点来传递该组中的所有粒子。这通常是最有用的事情。

Particle Count[-2147483648..2147483647]

粒子计数[-2147483648.2147483647]•

Outputs the number of particles created by fragmentation at the current frame.

输出在当前帧上由碎片创建的粒子数。

Particle Number[-2147483648..2147483647]

粒子数[-2147483648.2147483647]•

Outputs the number of the last particle born at the current frame, starting from 0.

输出在当前帧中诞生的最后一个粒子的数量,从0开始。