Parameter
参数
You can influence particles based on an object’s motion.
你可以根据物体的运动来影响粒子。
对象
Drag the name of the object whose motion should influence the particles from the Object Manager and drop it into this box.
从对象管理器中拖动影响粒子运动的对象的名称,并将其放入此框中。
Inheritance[-∞..+∞%]
Variation[0..100%]
继承[-∞ . . + ∞% ]变异[0.100% ]
Determines how strongly the object’s change in position affects the movement of the particles. Higher values create a more accurate response, as though the particles are attached to the object. However, as soon as the object stops moving, the particles can move freely once more. You can vary the Inheritance value using the Variation parameter.
确定物体位置的变化对粒子运动的影响程度。较高的数值会产生更精确的响应,就好像粒子附着在物体上一样。然而,一旦物体停止运动,粒子就可以再次自由运动。您可以使用 Variation 参数改变继承值。
Rotation Inheri.[-∞..+∞%]
Variation[0..100%]
旋转继承. [-∞ . . + ∞% ]变化[0.100% ]
Determines how strongly the object’s rotation affects the rotation of the particles. The particles will be rotated about their own axes. You can vary the Rotation Inheri. value using the Variation parameter.
确定物体的旋转对粒子旋转的影响程度。粒子将围绕自己的轴旋转。您可以更改旋转继承。使用 Variation 参数。
方向变量[0. . + ∞ ° ]
Adds variation to the direction in which the particles move, helping to create a more natural, less uniform effect.
增加粒子运动方向的变化,有助于创造更自然、更不均匀的效果。
TypeRadius [0. . + ∞]
Use Type to choose how the object’s motion will influence the particles.
使用 Type 选择物体的运动将如何影响粒子。
没有
All particles will be affected in the same way regardless of their positions in 3D space.
所有的粒子都会受到同样的影响,不管它们在三维空间的位置如何。
球形滚珠杆
A virtual sphere or cylinder is placed at the chosen object’s origin. Only those particles inside the sphere or cylinder are then affected.
一个虚拟的球体或圆柱体被放置在所选对象的原点。只有球体或圆柱体内的那些粒子才会受到影响。
The size of the sphere is defined by the Radius value. The axis along which the cylinder is aligned is determined by the Cylinder Axis setting. Set the height of the cylinder using the Cylinder Height parameter.
球体的大小由半径值定义。柱面对齐的轴线由柱面轴线设置决定。使用柱面高度参数设置柱面的高度。
Use the Distance Gradient or Cylinder gradient to define how the influence of the effect changes within the virtual sphere or cylinder.
使用距离梯度或柱面梯度来定义在虚拟球体或柱面内效果的影响如何变化。
Distance Gradient
Cylinder Gradient
Cylinder Height[0..+∞]
Cylinder Axis
距离梯度气缸梯度气缸高度[0. . + ∞]气缸轴线
When Type is set to Sphere, the Distance Gradient defines the influence of the effect on the particles according to how far away they are from the center of the sphere. The left edge of the gradient represents the center of the sphere, the right edge its surface. The brightness of the gradient acts as a multiplier for the effect.
当 Type 设置为球体时,距离梯度根据粒子离球体中心的距离来定义粒子效果的影响。梯度的左边缘代表球体的中心,右边缘代表球体的表面。梯度的亮度作为效果的倍增器。
If Type is set to Cylinder, the Cylinder Gradient controls the influence of the effect along the length of the cylinder. The left edge of the gradient represents the center of the cylinder, the right edge the caps. Thus the settings are mirrored. The brightness of the gradient acts as a multiplier for the effect.
如果类型设置为柱面,则柱面梯度控制效果沿柱面长度的影响。渐变的左边缘代表圆柱体的中心,右边缘代表帽子。因此,设置是镜像的。梯度的亮度作为效果的倍增器。
To create a knot, click in an empty area below the gradient and a knot of the color at that position will be added. To change the color of a knot, double-click it and choose the desired color using the system color dialog. To remove a knot, Drag & drop it away from the gradient. The small diamonds on the gradient are bias handles and they pull the interpolation of the color knots from side to side for more control over how the gradient changes.
要创建一个结,点击在一个空白区域下面的梯度和一个结的颜色在该位置将添加。若要更改结的颜色,请双击它并使用系统颜色对话框选择所需的颜色。要删除一个结,拖放它远离梯度。梯度上的小金刚石是偏置手柄,他们拉从一边到另一边的颜色节点插值,以便更好地控制梯度的变化。
比例梯度
This gradient will control the influence with respect to the distance of the particles from the Cylinder Axis. Higher (brighter) values will result in a force pushing the particles towards the chosen axis. You can easily create a vortex using this parameter.
这个梯度将控制相对于颗粒到圆柱轴线的距离的影响。较高的(明亮的)值将导致力量推动粒子向所选择的轴。你可以很容易地使用这个参数创建一个漩涡。
Additional input ports:
其他输入端口:
•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。
•粒子
Connect this port to the stream of particles that should be influenced by the object’s motion, such as to the Particle output port of a PPass node.
将这个端口连接到应该受到对象运动影响的粒子流,例如 PPass 节点的粒子输出端口。