PStormBasic 基础Node 节点Parameter 参数

Parameter

参数

Type

类型

The shape of the invisible emitter surface: Rectangle or Circle.

不可见发射器表面的形状: 矩形或圆形。

Birth Type
Count[0..2147483647]
Rate[0..+∞]
Shot[0..2147483647]

出生类型/年龄[0.2147483647]率[0. . + ∞]拍摄[0.2147483647]

There are three modes for creating particles: Count, Rate and Shot. Set Birth Type to the desired mode.

创建粒子有三种模式: 计数,速率和射击。设置出生类型为所需的模式。

Count

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 with the Life value. For example, if Life is set to 5 and Count to 100 particles, the number of particles will increase steadily to 100. As particles begin to die, new particles are emitted to keep the particle 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 值密切相关。例如,如果生命被设置为5并且数到100个粒子,粒子的数量将稳步增加到100个。当粒子开始死亡时,新的粒子被释放出来以保持粒子计数在100。

Rate

税率

With Birth Type set to Rate, the Rate value defines the number of particles that are born per second of animation — the total number of particles will therefore be affected by the frame rate.

当出生类型设置为率时,率值定义了每秒动画中出生的粒子数量ーー因此粒子总数将受到帧速率的影响。

Shot

拍摄

In Shot mode, Shot is the number of particles created per frame of animation.

在射击模式下,射击是每帧动画创建的粒子数量。

Life
Life Variation[0..100%]

生命力差异[0. . 100% ]

The Life value defines how long each particle lives, in frames. You can vary the life span of the particles using the Life Variation parameter.

生命值定义了每个粒子在帧中的寿命。您可以使用寿命变化参数改变粒子的寿命。

Speed[-∞..+∞]
Speed Variation[0..100%]

速度[-∞ . . + ∞]速度变化[0.100% ]

The Speed parameter defines the initial speed of each particle, measured in units per second. You can vary the speed of each particle using the Speed Variation parameter.

速度参数定义了每个粒子的初始速度,单位是每秒。你可以使用速度变化参数来改变每个粒子的速度。

Size[0..+∞]
Size Variation[0..100%]

尺寸[0. . + ∞]尺寸变化[0. . 100% ]

The Size value is a scaling factor for the objects that are used as particles. The ratio of Size to Bounding Radius (see the PShape node for details on the Bounding Radius) gives the scaling factor:

Size 值是用作粒子的对象的缩放因子。尺寸与边界半径的比率(参见边界半径 PShape 节点)给出了缩放因子:

(Size/Bounding Radius)*size of the object=size of the particle object.

(大小/边界半径) * 物体的大小 = 粒子物体的大小。

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. You can vary the size of each particle using the Size Variation parameter.

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。您可以使用 Size Variation 参数改变每个粒子的大小。

X Fov[0..360°]
Y Fov[0..360°]
X Size[0..+∞m]
Y Size[0..+∞m]

X Fov [0.360 ° ] y Fov [0.360 ° ] x 尺寸[0. . + ∞ m ] y 尺寸[0. . + ∞ m ]

These settings control the emission angle and the size of the emitting surface along its X axis and Y axis.

这些设置控制发射角度和沿 x 轴和 y 轴的发射表面的大小。

Distance[0..+∞m]
Distance Variation[0..100%]

距离[0. . + ∞ m ]距离变化[0. . 100% ]

Usually, the particles are emitted from the position assigned to the node via the Emitter Position input port, which in most cases is the origin of an object that represents the emitter. Using the Distance parameter, you can offset the particle emission from this position along the Z axis. This is especially useful when emitting multiple particle streams from the same object where you need the start the streams in different positions.

通常,粒子是从分配给节点的位置通过发射器位置输入端口发射出来的,在大多数情况下,这是代表发射器的对象的原点。使用距离参数,可以沿 z 轴偏移从这个位置发射的粒子。这在从同一个对象发射多个粒子流时特别有用,因为你需要在不同的位置发射多个粒子流。

Distance Variation simulates jittering on the Z axis of the emitter area, creating an uneven particle stream.

距离变化模拟发射区 z 轴上的抖动,产生一个不均匀的粒子流。

Spin[0..+∞]
Spin Variation[0..100%]

旋转[0. . + ∞]旋转变化[0. . 100% ]

Spin defines the rate at which each particle will spin about its axis, measured in how many seconds it takes for a particle to do a complete revolution (i.e. rotate through 360˚). For example, a value of 2 means that each particle will take two seconds to perform a complete revolution. So higher values will result in a slower spin. You can vary the spin rate of each particle using the Spin Variation parameter.

自旋定义了每个粒子绕其轴旋转的速率,以一个粒子完成一个完整的公转(即360转)需要多少秒为单位进行测量。例如,值为2意味着每个粒子需要两秒钟来完成一个完整的公转。因此,较高的数值会导致较慢的旋转。你可以使用自旋变化参数来改变每个粒子的自旋速率。

Spin Type
Spin Axis[XYZ ]

旋转类型引脚轴[ XYZ ]

Random

随机

If Spin Type is set to Random, each particle will rotate about a randomly chosen axis.

如果自旋类型设置为随机,每个粒子将围绕一个随机选择的轴旋转。

Axis

轴心

If Spin Type is set to Axis, the particles will rotate about the axis defined by Spin Axis. For example, if Spin Type is set to Axis and Spin Axis is set to (0,0,1), the particles will rotate about the Z axis (X=0, Y=0, Z=1).

如果自旋类型设置为轴,粒子将围绕自旋轴定义的轴旋转。例如,如果自旋类型设置为 Axis,自旋轴设置为(0,0,1) ,那么粒子将围绕 z 轴旋转(x = 0,y = 0,z = 1)。

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。

Emitter Alignment
Emitter Position[XYZ ]

•发射器对齐•发射器位置[ XYZ ]

Use these two ports to control the emitter’s position and rotation. Usually these ports should be connected to an Object node (see image above). You can then move and rotate this object in the viewport to move and rotate the emitter.

使用这两个端口控制发射器的位置和旋转。通常这些端口应该连接到一个对象节点(见上图)。然后你可以移动和旋转这个对象在视区移动和旋转发射器。

We recommend using a Null object for this purpose, since it will be invisible in the render and thus will not get in the way of the effect. Connect the Object node’s Global Position and Global Matrix ports to the PStorm node’s Emitter Position and Emitter Alignment input ports respectively, as illustrated above.

我们建议为此使用 Null 对象,因为它在渲染中是不可见的,因此不会影响效果。将对象节点的全局位置和全局矩阵端口分别连接到 PStorm 节点的发射器位置和发射器对齐输入端口,如上所示。

Note that the Emitter Position uses world coordinates, not local ones.

注意发射器位置使用世界坐标,而不是本地坐标。

By default the emitter will emit the particles along the Z axis.

默认情况下,发射器将沿 z 轴发射粒子。

Emitter Velocity[XYZ ]

•发射器速度[ XYZ ]

When animating the position of the emitter, to create the exhaust of a rocket, for instance, you may find that evenly spaced gaps, rather than a continuous flow, appear in the particle stream. This is because the particles are being emitted only from those positions of the emitter at frame boundaries, and not from the positions it has between the frames.

当动画发射器的位置,创造一个火箭的排气,例如,你可能会发现,均匀间隔的空隙,而不是一个连续的流动,出现在粒子流。这是因为粒子只从发射器边界的那些位置发射,而不是从框架之间的位置发射。

To achieve a smooth, continuous flow of particles, pass a velocity (speed plus direction) to the Emitter Velocity input port.

为了实现一个光滑的,连续的粒子流,通过一个速度(速度加方向)到发射器速度输入端口。

You can set a velocity via an XPresso Constant node (of type Vector) or with the Velocity output port of a PGetData node (to use a particle’s velocity) or with the Position velocity output port of an Object node if the emitter’s position is controlled using an object (see Emitter Alignment, Emitter Position, above).

你可以通过 XPresso 常量节点(类型为 Vector)或 PGetData 节点的 Velocity 输出端口(使用粒子的速度)来设置速度,如果使用一个对象来控制发射器的位置,则可以使用对象节点的位置速度输出端口来设置速度(参见上面的发射器对齐,发射器位置)。

You can also calculate a velocity by determining the vector difference between a current and previous position.

您还可以通过确定当前位置和先前位置之间的矢量差来计算速度。

Connect the PStorm node to an Object node to control the emitter via an object. 将 PStorm 节点连接到 Object 节点,以通过对象控制发射器

Output ports

输出端口

Particle Birth

粒子出生•

The particle stream that is available here is the particles that have been born at the current frame. So, if you connect this up 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诞生。

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

如果你想影响 PStorm 创建的所有粒子,通过将端口连接到 PGroup 节点将它们放入一个组,并使用 PPass 节点传递组中的所有粒子。这通常是最有用的事情。

Birth Count[-2147483648..2147483647]

出生人数[-2147483648. . 2147483647]•

Outputs the number of particles born at the current frame.

输出当前帧中出生的粒子数。

Birth Num[-2147483648..2147483647]

出生编号[-2147483648. . 2147483647]•

Outputs the number of the last particle born at the current frame, starting from 0. This will normally be one less than Birth Count.

输出在当前帧中诞生的最后一个粒子的数量,从0开始。这通常会比出生人数少一个。