PShapeBasic 基础Parameter 参数

Parameter

参数

Object

对象

Drag the name of the object whose shape you want to assign to the particles from the Object Manager and drop it into this box. You can also Drag & drop the object’s name directly onto the PShape node in the XPresso Editor.

从“对象管理器”中拖动要分配给粒子的形状的对象的名称,并将其放入此框中。您还可以将对象的名称直接拖放到 XPresso 编辑器中的 PShape 节点上。

Bounding Radius[0..+∞]

边界半径[0. . + ∞]

Sets the size of the object in relation to the Size parameter (see PStorm and PSetData) set for the particles — the ratio of Size to Bounding Radius gives the scaling factor: (Size/Bounding Radius)*size of the object=size of the particle object. So if you want the particle object to be exactly the same size as the original object, set Size to the same value as the Bounding Radius.

根据粒子的 Size 参数设置对象的大小(参见 PStorm 和 PSetData)ー Size 与边界半径的比值给出了比例因子: (Size/Bounding Radius) * Size of the object = Size of the particle object。因此,如果你想粒子对象完全相同的大小作为原始对象,设置大小相同的值作为边界半径。

The value entered is the radius of a virtual bounding sphere.

输入的值是虚拟边界球的半径。

A Bounding Radius of 0 is a special case; with this value the particle objects will have the same size as the original object. However, the internal scaling is disabled and so you will no longer be able to adjust the size via the Size parameter.

边界半径为0是一种特殊情况; 使用这个值,粒子对象将具有与原始对象相同的大小。但是,内部缩放被禁用,因此您将不再能够通过 Size 参数调整大小。

Render Instance

渲染实例

Enable this option if the generated particles should be rendered as memory-optimized Render ‘aund Multi-Instances, i.e., you want to render an almost infinite number of elements.

如果生成的粒子应该作为内存优化的 Render‘ aund Multi-Instances 呈现,则启用此选项,也就是说,您希望呈现几乎无限数量的元素。

Tip: 提示:
Note that 请注意Render Instances 渲染实例 only differ in position, size and rotation from one another and not in animation states. Let’s say a parameter-animated object is assigned to Thinking Particles as a shape. Normally each particle will perform as desired from the very beginning ( 只是位置,大小和旋转不同,而不是在动画状态。假设一个参数化的动画对象被分配给 Thinking Particles 作为一个形状。正常情况下,每个粒子都会从一开始就按照预期的方式运行(Render Instance 渲染实例 disabled). If 禁用)Render Instance 渲染实例 is enabled, all particles will have the identical animation state. 启用,所有粒子都会有相同的动画状态

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 use the object as particles, such as to the Particle output port of a PPass node.

将这个端口连接到粒子流,粒子流应该使用对象作为粒子,例如 ppas 节点的粒子输出端口。