PRepulse&Bounce 预脉冲和反弹Basic 基础Parameter 参数

Parameter

参数

The settings enable particles to collide with one another or act as force fields that attract or repel.

这种设置使粒子能够相互碰撞,或者充当力场,吸引或排斥粒子。

Repulsion[-∞..+∞%]

排斥[-∞ . . + ∞% ]

This parameter controls the force with which particles are pushed away from one another or, with negative values, are attracted to one another. With a value of 100%, the speed of one particle will be completely transferred to the other. Values above 100% or below -100% will increase the speed of the particles.

这个参数控制粒子相互推开的力,或者负值粒子相互吸引的力。当值为100% 时,一个粒子的速度将完全转移到另一个粒子上。高于100% 或低于 -100% 的数值将增加粒子的速度。

Bounce[0..+∞%]

反弹[0. . + ∞% ]

The Bounce value controls the more physical aspects of particle-particle collisions. In contrast to Repulsion, the velocities and masses of the particles will be taken into account. Lighter particles will affect other particles less than heavier ones. Use a value of 100% for natural behavior (provided the mass of the particles is set correctly).

反弹值控制粒子-粒子碰撞的更多物理方面。与斥力相反,粒子的速度和质量将被考虑在内。较轻的粒子对其他粒子的影响小于较重的粒子。使用一个100% 的自然行为值(如果粒子的质量设置正确)。

Values above 100% will increase the total energy of the collision and thus accelerate the particles. While this is unrealistic, it can be useful for visual effects.

超过100% 的值将增加碰撞的总能量,从而加速粒子。虽然这是不现实的,它可以是有用的视觉效果。

Bounce Elasticity[0..+∞%]

弹性[0. . + ∞% ]

When two, hard snooker balls collide, the effect is very different from two balls of yarn colliding at the same speed. This is due to the different levels of energy lost in these collisions. This parameter allows you to simulate different energy losses.

当两个硬斯诺克球碰撞时,其效果与两个纱线球以相同速度碰撞时的效果非常不同。这是由于在这些碰撞中损失了不同程度的能量。这个参数允许你模拟不同的能量损失。

A setting of 100% results in a fully elastic collision — although the velocity will be redistributed, the energy remains the same. With a setting of 0%, all energy will be lost in the collision, causing the colliding particles to lose all their motion. Most objects will have a bounce elasticity somewhere between these two extreme values.

100% 的设置会产生一个完全的弹性碰撞ーー尽管速度会被重新分配,但能量保持不变。当设置为0% 时,所有的能量都会在碰撞中消失,导致碰撞粒子失去所有的运动。大多数物体都会在这两个极端值之间有弹性。

Mass Dependent[0..+∞%]

大规模依赖[0. . + ∞% ]

As you can imagine, the mass of two colliding objects plays a significant role for collision calculation. The heavier object will not be affected as strongly by a lighter object. Taking into consideration the objects’ mass is very important for calculating dynamic effects such as collision. The Mass Dependent setting is used to control the mass of particles that collide. A value of 100% will implement the mass that was assigned to the particles using the PMass node, for example. Lower or larger values will decrease or increase the effect the masses have accordingly. The Mass Dependent setting serves as a multiplier for particle masses for collisions. This setting does not affect the collision calculation itself.

你可以想象,两个碰撞物体的质量,在碰撞计算中起着重要的作用。较重的物体不会受较轻的物体的强烈影响。考虑物体的质量对于计算碰撞等动力学效果非常重要。质量相关设置用于控制粒子碰撞的质量。例如,100% 的值将实现使用 PMass 节点分配给粒子的质量。较低或较大的数值会相应地减少或增加质量的影响。质量相关的设置可以作为粒子碰撞质量的倍增器。此设置不影响碰撞计算本身。

In the example above, two particle streams are made to collide 在上面的例子中,两个粒子流发生了碰撞

Additional input ports:

其他输入端口:

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 A
Particle B

•粒子 a •粒子 b

The input ports for the two particle streams. Only the particle ports of a PPassAB node can be connected here, since single particle streams cannot provide information on two particles streams at the same time.

两个粒子流的输入端口。这里只能连接 PPassAB 节点的粒子端口,因为单个粒子流不能同时提供两个粒子流的信息。