Parameter
参数
对象
Into this box, drag the object that should emit the particles. This must be a polygon object. If you want to use a primitive or Generator object instead, you must first convert it to polygons.
把应该发射粒子的物体拖到这个盒子里。这必须是一个多边形对象。如果要使用原语或 Generator 对象,则必须首先将其转换为多边形。
选择
Here you can restrict the emission of particles to specific polygons. Create a Polygon Selection tag and in it store a selection for the polygons that you want to emit particles. Drag & drop the Polygon Selection tag into this box.
在这里你可以限制粒子的发射到特定的多边形。创建一个多边形选择标记,并在其中存储要发射粒子的多边形的选择。将多边形选择标签拖放到此框中。
If you want to control the particle emission using a texture, the object must have a UVW tag. If the object has only one UVW tag, you can leave this box empty (the sole UVW tag will be used automatically). If on the other hand the object has multiple UVW tags, Drag & drop the UVW tag that you want to use into this box.
如果要使用纹理控制粒子发射,对象必须有 UVW 标记。如果对象只有一个 UVW 标记,那么您可以让这个框为空(唯一的 UVW 标记将被自动使用)。另一方面,如果该对象有多个 UVW 标记,请拖放要使用的 UVW 标记到此框中。
类型
夹钳
In this mode, particles will only be emitted from parts of the surface that are covered by the UVW map.
在这种模式下,粒子只会从 UVW 贴图覆盖的部分表面发射出来。
松开夹子
In this mode, particles can be generated from anywhere on the object, even if the picture covers only part of the surface.
在这种模式下,粒子可以从物体的任何地方产生,即使图片只覆盖物体表面的一部分。
灯光
If you want lights to control the particle emission, drag the lights from the Object Manager and drop them into this box.
如果您希望灯光控制粒子发射,从对象管理器拖动灯光,并将它们放入此框。
粒子创造
In this part of the dialog you will find settings that control how many particles are emitted and where they are born.
在对话框的这一部分,你会找到控制粒子发射数量和出生地点的设置。
出生类型
计数[0. . 2147483647]
伯爵
This mode is used to define the maximum number of particles that are visible at once. This value works closely with the setting for the particle lifespan. If you have a defined particle lifespan of five frames, for example, and a count of 100, the number of particles from one frame to the next will increase to 100 until the first particles die. At this point, the same number of new particles will be created as the number that die. The number of particles will remain constant.
此模式用于定义一次可见的粒子的最大数量。这个值与粒子寿命的设置密切相关。例如,如果你有一个定义好的粒子生命周期为5帧,并且计数为100,那么从一帧到下一帧的粒子数量将增加到100,直到第一个粒子死亡。在这一点上,新粒子的数量将与死亡粒子的数量相同。粒子的数量将保持不变。
税率
This value controls the birth rate per particle per second. You should be familiar with this mode from the Cinema 4D emitters. A fixed number of particles will be created per second of animaton. You have no control over the actual number of particles in your scene but can create a continuous stream of particles.
这个值控制每个粒子每秒的出生率。你应该熟悉这种模式从C4D 发射器。每秒钟会产生固定数量的粒子。你无法控制场景中粒子的实际数量,但可以创建一个连续的粒子流。
拍摄
This represents the number of particles created per frame of animation. This is very useful, for example, if you need a specific number of particles from one frame of animation to the next. The P MatterWaves emitter will create a very consistent stream of particles in this mode.
这表示每帧动画创建的粒子数量。这是非常有用的,例如,如果你需要一个特定数量的粒子从一帧动画到下一帧。在这种模式下,p 物质波发射器将产生一个非常一致的粒子流。
伯爵
In this mode, the Count value defines the maximum number of particles that may exist at any one time. The Count value works closely together with the Life value. For example, if Life is set to 5 and Count is set to 100 particles, the number of particles will increase steadily to 100. As particles continue to die, new particles are emitted to keep the count at 100.
在这种模式下,Count 值定义了在任意时刻可能存在的粒子的最大数量。Count 值与 Life 值密切协作。例如,如果生命值设置为5,粒子数量设置为100,粒子数量将稳步增加到100。随着粒子继续死亡,新的粒子被释放出来,使数量保持在100。
税率
In Rate mode, the Rate value defines the number of particles that are born per second of the animation — the total number of particles will therefore be affected by the frame rate.
在速率模式下,速率值定义了每秒动画中出现的粒子数量,因此粒子总数将受到帧速率的影响。
拍摄
In Shot mode, Shot defines the number of particles created per frame of the animation.
在镜头模式下,镜头定义每帧动画创建的粒子数量。
出生类型
恒定
The particles will be emitted at a constant rate from anywhere on the object.
这些粒子将以恒定的速率从物体的任何地方发射出去。
纹理
This mode enables you to control particle emission using a picture or 2D shader. To load a picture, click the three dots button and use the dialog that opens to locate and load the picture. To load a 2D shader, click the triangle button next to the Birth Texture box and choose the shader from the menu that opens.
这种模式使您能够控制粒子发射使用图片或二维着色器。要加载图片,请单击三点按钮并使用打开的对话框来定位和加载图片。要加载二维着色器,单击“出生纹理”框旁边的三角形按钮,然后从打开的菜单中选择着色器。
Note that it is the brightness of the picture or shader that will control the emission rate. Color plays no part, therefore you can use grayscale pictures if you wish.
请注意,是图片或着色器的亮度将控制发射率。颜色不起作用,因此你可以使用灰度图片,如果你愿意。
The picture or shader will be fitted to the object’s surface using the chosen UVW coordinates. Parts of the surface that receive a white color from the picture or shader will emit particles at the maximum rate, while parts of the surface that receive a black color will emit no particles at all.
图片或着色器将被安装到对象的表面使用所选择的 UVW 坐标。接收图片或着色器白色的部分表面将以最大速率发射粒子,而接收黑色的部分表面将根本不发射粒子。
灯光
Parts of the object that are fully lit by this light will emit particles at the maximum rate, while parts of the object that receive little or no illumination from this light will emit no particles.
被这种光照亮的物体的一部分将以最大速率发射粒子,而物体的一部分几乎或根本没有被这种光照亮的部分将不发射粒子。
As with the Texture mode, you can use a gradient to adjust how intermediate brightness values affect the emission rate.
与纹理模式一样,您可以使用渐变来调整中间亮度值如何影响发射率。
纹理和光线
In this mode, you can use lights and a picture or shader to control the emission rate. A surface will then only emit particles at the maximum rate if it is fully illuminated by the lights and receives a white color from the texture or shader.
在这种模式下,你可以使用灯光和图片或着色器来控制发射率。如果一个表面被灯光完全照亮并且从纹理或着色器接收到白色,那么它将只以最大速率发射粒子。
出生文本/出生梯度
The Birth Gradient enables you to control how the birth of particles is affected by brightness values between the two extremes of black and white. The left edge of the gradient represents the parts of the picture or shader that are black, while the right edge represents the parts that are white. With the default gradient, a gray value will cause particles to be emitted at a rate that is relative to its brightness. For example, a gray color with 70% brightness will cause particles to be emitted at 70% of the maximum rate.
出生梯度使您可以控制粒子的出生是如何受到黑白两个极端之间亮度值的影响。渐变的左边缘表示图片或着色器中黑色的部分,而右边缘表示白色的部分。使用默认渐变,灰度值将导致粒子以相对于其亮度的速率发射。例如,亮度为70% 的灰色会导致粒子以最大速率的70% 发射。
You can adjust the gradient by adding new knots or by moving the existing ones or both.
你可以通过增加新的节点或移动现有的节点来调整梯度,或者两者兼而有之。
For example, if you drag the black knot to the right until all of the gradient is black except for a small, white band on the right, the particles will only be emitted in those areas where the color value is very close to the maximum white tone.
例如,如果你把黑色结拖到右边,直到所有的渐变都变成黑色,除了右边一个小的白色带子,粒子只会在那些颜色值非常接近最大白色调的区域发出。
A gradient from black to white does not represent a smooth increase in the particle emission rate. Rather, together with the Birth Gradient, you are merely defining threshold values for the full emission rate. 从黑色到白色的梯度并不代表粒子发射率的平稳增加。相反,与出生梯度一起,您仅仅定义了全部发光率的阈值生活
Here enter how long the particles should live for, in frames.
在这里输入粒子应该存活多久,在框架。
生活变化[0. . 100% ]
This value enables you to vary the lifetime of the particles that are emitted (all of the node’s variation values are based on the Random Seed value).
这个值使您能够改变发出的粒子的生命周期(所有节点的变化值都基于 Random Seed 值)。
生命类型
恒定
The lifetime of the particles will NOT be affected by lights or textures.
粒子的寿命不会受到光线或材质的影响。
纹理
This mode enables you to control the lifetime of the particles using a picture or 2D shader. To load a picture, click the three dots button and use the dialog that opens to locate and load the picture. To load a 2D shader, click the triangle button next to the Life Texture box and choose the shader from the menu that opens.
这种模式使您能够使用图片或二维着色器来控制粒子的生命周期。要加载图片,请单击三点按钮并使用打开的对话框来定位和加载图片。要加载一个二维着色器,点击生命纹理框旁边的三角形按钮,并从打开的菜单中选择着色器。
Note that it is the brightness of the picture or shader that will control the lifetime. Color plays no part, therefore you can use grayscale pictures if you wish.
请注意,控制生命周期的是图片或着色器的亮度。颜色不起作用,因此你可以使用灰度图片,如果你愿意。
The picture or shader will be fitted to the object’s surface using the chosen UVW coordinates. Parts of the surface that receive a white color from the picture or shader will emit particles that live for the maximum lifetime, while parts of the surface that receive a black color will emit particles that die immediately.
图片或着色器将被安装到对象的表面使用所选择的 UVW 坐标。从图片或着色器上接收到白色的部分表面会放射出最长寿命的粒子,而接收到黑色的部分表面会放射出立即死亡的粒子。
灯光
You can control the lifetime of particles using one or more light sources.
你可以用一个或多个光源来控制粒子的寿命。
Parts of the object that are fully lit by this light will emit particles that have the maximum lifetime, while parts of the object that receive little or no illumination from this light will emit particles that die immediately.
被这种光照亮的物体部分会发射出具有最大寿命的粒子,而很少或根本没有被这种光照亮的物体部分会发射出粒子,这些粒子会立即死亡。
As with the Texture mode, you can use a gradient to adjust how intermediate brightness values affect the lifetime.
与纹理模式一样,您可以使用渐变来调整中间亮度值对生命周期的影响。
纹理和光线
In this mode, you can use lights and a picture or shader to control the lifetime. A surface will then only emit particles that live for the maximum lifetime if it is fully illuminated by the lights and receives a white color from the texture or shader.
在这种模式下,您可以使用灯光和图片或着色器来控制生命周期。如果一个表面被灯光完全照亮,并且从纹理或着色器接收到一个白色,那么它将只发射可以存活最长时间的粒子。
生命文本/生命梯度
The Life Gradient enables you to control how the lifetime of the particles is affected by brightness values between the two extremes of black and white. The left edge of the gradient represents parts of the picture or shader that are black, while the right edge represents the parts that are white. With the default gradient, a gray value will give particles a lifetime that is relative to its brightness.
生命梯度使你能够控制粒子的寿命是如何受到黑白两个极端之间亮度值的影响。渐变的左边缘表示图片或着色器的黑色部分,而右边缘表示白色部分。使用默认渐变,灰度值将赋予粒子相对于其亮度的生命周期。
You can adjust the gradient by adding new knots or moving the existing ones or both.
你可以通过增加新的节点或移动现有的节点来调整梯度,或者两者兼而有之。
For example, if you drag the black knot to the right until all of the gradient is black except for a small, white band on the right, the particles will die almost immediately except in those areas where the color value is very close to the maximum white tone.
例如,如果你把黑色结拖到右边,直到所有的渐变都变成黑色,除了右边一个小的白色带子,粒子几乎会立即消失,除了那些颜色值非常接近最大白色调的区域。
速度[-∞ . . + ∞]
Here you can set the speed of the particles.
在这里你可以设置粒子的速度。
速度变化[0. . 100% ]
This value enables you to vary the speed of the particles that are emitted (all of the node’s variation values are based on the Random Seed value).
这个值使您能够改变发射粒子的速度(所有节点的变化值都基于随机种子值)。
速度类别
恒定
The speed of the particles is independent of lights and textures.
粒子的速度与光线和纹理无关。
纹理
This mode enables you to control the speed of the particles using a picture or 2D shader. To load a picture, click the three dots button and use the dialog that opens to locate and load the picture. To load a 2D shader, click the triangle button next to the Speed Texture box and choose the shader from the menu that opens.
这种模式使你能够使用图片或二维着色器来控制粒子的速度。要加载图片,请单击三点按钮并使用打开的对话框来定位和加载图片。要加载一个二维着色器,点击速度纹理框旁边的三角形按钮,并从打开的菜单中选择着色器。
Note that it is the brightness of the picture or shader that will control the speed. Color plays no part, therefore you can use grayscale pictures if you wish.
注意,控制速度的是图片或着色器的亮度。颜色不起作用,因此你可以使用灰度图片,如果你愿意。
The picture or shader will be fitted to the object’s surface using the chosen UVW coordinates. Parts of the surface that receive a white color from the picture or shader will emit particles that travel with the maximum speed, while parts of the surface that receive a black color will emit particles with zero speed.
图片或着色器将被安装到对象的表面使用所选择的 UVW 坐标。从图片或着色器上接收到白色的部分表面将发射以最大速度运动的粒子,而接收黑色的部分表面将以零速度发射粒子。
灯光
You can control the speed of particles using one or more light sources.
你可以用一个或多个光源来控制粒子的速度。
Parts of the object that are fully lit by this light will emit particles that have the maximum speed, while parts of the object that receive little or no illumination from this light will emit particles that have zero speed.
被这种光照亮的物体部分会发出速度最快的粒子,而很少或根本没有被这种光照亮的物体部分会发出速度为零的粒子。
As with the Texture mode, you can use a gradient to adjust how intermediate brightness values affect the speed.
和纹理模式一样,你可以使用渐变来调整中间亮度值对速度的影响。
纹理和光线
In this mode, you can use lights and a picture or shader to control the speed. A surface will then only emit particles that are travelling at full speed if it is fully illuminated by the lights and receives a white color from the texture or shader.
在这种模式下,你可以使用灯光和图片或着色器来控制速度。如果一个表面被灯光完全照亮,并且从纹理或着色器接收到白色,那么它只会发射全速运动的粒子。
速度/纹理/速度/坡度
The Speed Gradient enables you to control how the speed of the particles is affected by brightness values between the two extremes of black and white. The left edge of the gradient represents the parts of the picture or shader that are black, while the right edge represents the parts that are white. With the default gradient, a gray value will give particles a speed that is relative to its brightness.
速度梯度使您可以控制粒子的速度是如何受到亮度值之间的两个极端的黑色和白色。渐变的左边缘表示图片或着色器中黑色的部分,而右边缘表示白色的部分。使用默认渐变,灰度值将给粒子一个相对于亮度的速度。
You can adjust the gradient by adding new knots and moving existing ones.
你可以通过增加新的节点和移动现有的节点来调整梯度。
For example, if you drag the black knot to the right until all of the gradient is black except for a small white band on the right, the particles will have no speed unless emitted from areas where the color is close to the maximum white tone.
例如,如果你把黑色结拖到右边,直到除了右边的一个小白带外,所有的渐变都变成黑色,粒子将没有速度,除非从颜色接近最大白色调的区域发出。
颗粒大小
大小[-∞ . . + ∞]
Defines the size of the particles.
定义粒子的大小。
尺寸变化[0. . 100% ]
This value enables you to vary the size of the particles emitted (all of the node’s variation values are based on the Random Seed value).
这个值使您能够改变发出的粒子的大小(所有节点的变化值都基于随机种子值)。
尺寸类型
恒定
The size of the particles is independent of lights and textures.
粒子的大小与光线和材质无关。
纹理
This mode enables you to control the size of the particles using a picture or 2D shader. To load a picture, click the three dots button and use the dialog that opens to locate and load the picture. To load a 2D shader, click the triangle button next to the Size Texture box and choose the shader from the menu that opens.
这种模式使您可以使用图片或二维着色器来控制粒子的大小。要加载图片,请单击三点按钮并使用打开的对话框来定位和加载图片。要加载一个二维着色器,点击大小纹理框旁边的三角形按钮,然后从打开的菜单中选择着色器。
Note that it is the brightness of the picture or shader that will control the size. Color plays no part, therefore you can use grayscale pictures if you wish.
请注意,控制大小的是图片或着色器的亮度。颜色不起作用,因此你可以使用灰度图片,如果你愿意。
The picture or shader will be fitted to the object’s surface using the chosen UVW coordinates. Parts of the surface that receive a white color from the picture or shader will emit particles of the maximum size, while parts of the surface that receive a black color will emit particles of zero size.
图片或着色器将被安装到对象的表面使用所选择的 UVW 坐标。从图片或着色器中接收到白色的部分表面将发射最大尺寸的粒子,而接收到黑色的部分表面将发射零尺寸的粒子。
灯光
You can control the size of particles using one or more light sources.
你可以使用一个或多个光源来控制粒子的大小。
Parts of the object that are fully lit by this light will emit particles that are the maximum size, while parts of the object that receive little or no illumination from this light will emit particles that have zero size.
被这种光照亮的物体部分会放射出最大尺寸的粒子,而很少或根本没有被这种光照亮的物体部分会放射出零尺寸的粒子。
As with the Texture mode, you can use a gradient to adjust how intermediate brightness values affect the size.
与纹理模式一样,您可以使用渐变来调整中间亮度值对大小的影响。
纹理和光线
In this mode, you can use lights and a picture or shader to control the size. A surface will then only emit particles that are of the maximum size if it is fully illuminated by the lights and receives a white color from the texture or shader.
在这种模式下,你可以使用灯光和图片或着色器来控制大小。如果一个表面被灯光完全照亮并且从纹理或着色器接收到白色,那么它将只发射最大尺寸的粒子。
大小文本/大小渐变
The Size Gradient enables you to control how the size of the particles is affected by brightness values between the two extremes of black and white. The left edge of the gradient represents the parts of the picture or shader that are black, while the right edge represents the parts that are white. With the default gradient, a gray value will give particles a size that is relative to its brightness.
大小渐变使您可以控制粒子的大小如何受到黑白两个极端之间亮度值的影响。渐变的左边缘表示图片或着色器中黑色的部分,而右边缘表示白色的部分。使用默认渐变,灰度值将给粒子一个相对于其亮度的大小。
You can adjust the gradient by adding new knots or moving the existing ones or both.
你可以通过增加新的节点或移动现有的节点来调整梯度,或者两者兼而有之。
For example, if you drag the black knot to the right until all of the gradient is black except for a small, white band on the right, the particles will be of zero size unless emitted from areas where the color value is very close to the maximum white tone.
例如,如果你把黑色结拖到右边,直到所有的渐变都是黑色,除了右边的一个小的白色带子,粒子的大小将为零,除非从颜色值非常接近最大白色色调的区域发出。
粒子与物体的距离
距离[-∞ . . + ∞]
Here enter how far away particles should be born from the object’s surface. This distance is measured in the direction of the surface Normals.
在这里输入粒子应该从物体表面诞生的距离。这个距离是按照表面法线的方向来测量的。
距离变化[0. . 100% ]
This value enables you to vary the distance from the object’s surface at which the particles are born (the node’s variation values are based on the Random Seed value).
这个值使您可以改变粒子出生的距离(节点的变化值基于随机种子值)。
距离类型
恒定
The distance from the surface at which the particles are emitted is independent of lights and textures.
粒子从表面发射的距离与光线和纹理无关。
纹理
This mode enables you to control the distance of the particles from the object using a picture or 2D shader. To load a picture, click the three dots button and use the dialog that opens to locate and load the picture. To load a 2D shader, click the triangle button next to the Distance Texture box and choose the shader from the menu that opens.
这种模式使您可以控制的距离粒子从对象使用图片或二维着色器。要加载图片,请单击三点按钮并使用打开的对话框来定位和加载图片。要加载二维着色器,单击距离纹理框旁边的三角形按钮,并从打开的菜单中选择着色器。
Note that it is the brightness of the picture or shader that will control the distance. Color plays no part, therefore you can use grayscale pictures if you wish.
注意,控制距离的是图片或着色器的亮度。颜色不起作用,因此你可以使用灰度图片,如果你愿意。
The picture or shader will be fitted to the object’s surface using the chosen UVW coordinates. Parts of the surface that receive a white color from the picture or shader will emit particles at the maximum distance from the surface, while parts of the surface that receive a black color will emit particles directly from the surface.
图片或着色器将被安装到对象的表面使用所选择的 UVW 坐标。从图片或着色器上接收到白色的部分表面会在离表面最远的地方发射粒子,而接收到黑色的部分表面会直接从表面发射粒子。
灯光
You can control the distance using one or more light sources.
你可以使用一个或多个光源来控制距离。
Parts of the object that are fully lit by this light will emit particles that are the maximum distance from the surface, while parts of the object that receive little or no illumination from this light will emit particles directly from their surface.
被这种光照亮的物体部分会发射出离物体表面最远的粒子,而很少或根本没有被这种光照亮的物体部分会直接从物体表面发射粒子。
As with the Texture mode, you can use a gradient to adjust how intermediate brightness values affect the distance.
与纹理模式一样,您可以使用渐变来调整中间亮度值如何影响距离。
纹理和光线
In this mode, you can use lights and a picture or shader to control the distance. A surface will then only emit particles from the maximum distance away if it is fully illuminated by the lights and receives a white color from the texture or shader.
在这种模式下,你可以使用灯光和图片或着色器来控制距离。如果一个表面被灯光完全照亮,并且从纹理或着色器接收到白色,那么它只会从最远的距离发射粒子。
Distance Texture
Distance Gradient
距离纹理距离梯度
The Distance Gradient enables you to control how the distance of the particles from the object is affected by brightness values between the two extremes of black and white. The left edge of the gradient represents the parts of the picture or shader that are black, while the right edge represents the parts that are white. With the default gradient, the gray tones will emit particles whose distance from the surface is relative to the tone’s position between the two color extremes.
距离渐变可以让你控制粒子到物体的距离是如何受到黑白两个极端之间亮度值的影响。渐变的左边缘表示图片或着色器中黑色的部分,而右边缘表示白色的部分。使用默认渐变,灰色调会发出粒子,其距离表面的距离相对于色调的位置之间的两个颜色极端。
You can adjust the gradient by adding new knots or moving the existing ones or both.
你可以通过增加新的节点或移动现有的节点来调整梯度,或者两者兼而有之。
For example, if you drag the black knot to the right until all of the gradient is black except for a small, white band on the right, the particles will only be a reasonable distance from the surface if emitted from areas where the color value is very close to the maximum white tone. Particles emitted from other areas will be emitted very close to or directly from the surface.
例如,如果你拖动黑色结向右直到所有的梯度是黑色的,除了一个小,白色带在右边,粒子将只是一个合理的距离,从表面发射的区域的颜色值是非常接近最大的白色调。从其他区域发光的粒子将非常接近或直接从表面发光。
粒子方向
方向[0. . + ∞% ]
This value will only be used if you are using a texture or light to define the direction of the particles as they leave the surface of the object. The Direction value will then be used as a type of multiplier in order to determine the influence of the texture or light.
只有当你使用纹理或光线来定义粒子离开物体表面的方向时,这个值才会被使用。然后方向值将用作一种类型的倍增器,以确定纹理或光线的影响。
方向变化[0. . 180 ° ]
This value enables you to vary the direction of the particles (all of the node’s variation values are based on the Random Seed value).
这个值使您能够改变粒子的方向(所有节点的变化值都基于随机种子值)。
方向类型
正常
The direction of the particles is independent of lights and textures. The particles will travel in the direction of the surface Normals.
粒子的方向与光线和纹理无关。这些粒子将沿着表面法线的方向运动。
纹理
This mode enables you to control the particles using a picture or 2D shader. To load a picture, click the three dots button and use the dialog that opens to locate and load the picture. To load a 2D shader, click the triangle button next to the Direction Texture box and choose the shader from the menu that opens.
这种模式使你能够使用图片或二维着色器来控制粒子。要加载图片,请单击三点按钮并使用打开的对话框来定位和加载图片。要加载二维着色器,单击方向纹理框旁边的三角形按钮,并从打开的菜单中选择着色器。
Note that it is the brightness of the picture or shader that will control the particles. Color plays no part, therefore you can use grayscale pictures if you wish.
请注意,是图片或着色器的亮度将控制粒子。颜色不起作用,因此你可以使用灰度图片,如果你愿意。
The picture or shader will be fitted to the object’s surface using the chosen UVW coordinates. For the calculation of the direction vector, in each case the neighboring brightness values of the point considered will be analyzed. This corresponds to the process that is used to calculate bump effects. Therefore the direction of a particle will only differ from the direction of the normal if different brightness values are next to each other.
图片或着色器将被安装到对象的表面使用所选择的 UVW 坐标。为了计算方向矢量,在每种情况下都要分析所考虑点的邻近亮度值。这与用于计算颠簸效果的过程相对应。因此,如果不同的亮度值相邻,则粒子的方向只会与法线方向不同。
光线方向
You can use the direction of the light to control the particles. Drag the lights that you want to use into the Lights box.
你可以用光的方向来控制粒子。将要使用的灯光拖到“灯光”框中。
光的反射
In this mode, the direction of the light reflected by the object is calculated. As with the Light Direction mode, drag the lights that you want to use into the Lights box.
在这种模式下,计算物体反射的光的方向。与光线方向模式一样,拖动你想要使用的灯光到“灯光”框中。
Direction Texture
Direction Gradient
方向纹理/方向梯度
The Direction Gradient enables you to control how the particles are affected by brightness values between the two extremes of black and white. The left edge of the gradient represents the parts of the picture or shader that are black, while the right edge represents the parts that are white.
方向渐变使您可以控制粒子是如何受到两个极端之间的黑白亮度值的影响。渐变的左边缘表示图片或着色器中黑色的部分,而右边缘表示白色的部分。
输入端口
•安
The On input port takes a Boole value that enables (True) or disables (False) the node. The node is enabled automatically if you do not add this port.
On 输入端口接受启用(True)或禁用(False)节点的 Boole 值。如果不添加此端口,则自动启用该节点。
•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。
输出端口
粒子出生•
Outputs the number of the last particle born at the current frame.
输出当前帧中出生的最后一个粒子的数量。
Birth Count[-2147483648..2147483647]•
出生人数[-2147483648. . 2147483647]•
Outputs all the particles born at the current frame. If you want to access all particles and not just the newly created ones, use a PPass node instead.
输出当前帧中出生的所有粒子。如果你想访问所有的粒子,而不仅仅是新创建的粒子,使用 PPass 节点代替。
Birth Num[-2147483648..2147483647]•
出生编号[-2147483648. . 2147483647]•
Outputs the number of particles born at the current frame.
输出当前帧中出生的粒子数。
出生地 UVW [ XYZ ]•
Outputs the UVW coordinates used for each particle born, as a vector.
输出每个粒子所使用的 UVW 坐标,作为向量。
•粒子
Has no function.
没有任何功能。