Age
年龄
PyroCluster generates its effects based on the lifetime of individual particles. It is very important that the methods behind and functionality of particle lifespans are thoroughly understood.
PyroCluster 根据单个粒子的生命周期产生效果。彻底了解粒子寿命的方法和功能是非常重要的。
Refer to Working with PyroCluster, to get a better understanding of lifespan and mixing colors in PyroCluster.
参考使用 PyroCluster,更好地了解 PyroCluster 中的寿命和混合颜色。
使用年龄效果
Enable this option to switch on the age effects.
启用此选项以打开年龄效果。
半径
For details on using gradients, look up Using gradients in the index.
有关使用渐变的详细信息,请查看索引中的使用渐变。
作为提醒:
In the Age Radius gradient, white creates the radius set on the Shape page, while a black or a dark color creates a zero or small volume radius respectively. So, on the left, particles start small and grow evenly over their lifetime while, on the right, the particles are larger to start with, shrink a little and then grow to their full size
在年龄半径梯度,白色创建半径设置在形状页,而黑色或深色创建一个零或小体积半径分别。所以,在左边,粒子开始变小,并且在它们的生命周期中均匀地增长,而在右边,粒子开始变大,缩小一点,然后增长到它们的全部大小
The Radius gradient controls the puff’s radius over the particle’s lifetime; each grayscale represents a radius value.
半径梯度控制在粒子生命周期内的泡芙半径; 每个灰度代表一个半径值。
On the Shape page you can set the basic volume radius for the selected PyroCluster material; without any other effects turned on, PyroCluster will use this radius to render the cloud or smoke effects. However, if you enable Age Effects, it’s different.
在“形状”页面上,你可以设置选定的 PyroCluster 材质的基本体积半径; 在没有打开任何其他效果的情况下,PyroCluster 将使用这个半径渲染云或烟雾效果。但是,如果你启用年龄效果,就不一样了。
A plain white color in the Age Radius gradient represents the radius defined on the Shape page and a plain black color represents a radius of 0 (i.e. a dot). The left and right edges of the Age Radius gradient correspond to the time of the particle’s birth and death respectively.
年龄半径渐变中的纯白色表示“形状”页上定义的半径,纯黑色表示半径为0(即一个点)。年龄半径梯度的左边缘和右边缘分别对应粒子的出生和死亡时间。
A white color on the gradient means the puffs will stay the same size or luminosity. A black color means zero radius or no luminosity, while gray values are intermediate values. High variation in the gradient will create random volume sizes.
梯度上的白色意味着泡芙保持相同的大小或亮度。黑色意味着零半径或没有亮度,而灰色值是中间值。梯度的高变化将产生随机的体积大小。
TIP 提示As you can see in the image above, a pure white results in the radius defined under Shape is used. Black will result in the radius being set to 0.
正如你在上面的图片中看到的,在 Shape 下面定义的半径中使用了一个纯白色的结果。黑色将导致半径设置为0。
作为提醒:
The age effect lies in direct correlation to the lifespan of the particles.
年龄效果与粒子的寿命直接相关。
An almost random radial dispersion can be achieved by setting several keyframes with different grayscales (different from the examples above which use linear color gradients).
几乎随机的径向色散可以通过设置几个具有不同灰度的关键帧(不同于上面使用线性颜色梯度的例子)来实现。
亮度
The Luminosity gradient controls the amount of additive pixel blending over the particle’s lifetime. A white color gives the luminosity value you defined on the Globals page; a black color returns no luminosity effect at all; and grays give intermediate values.
亮度梯度控制在粒子生命周期内添加的混合像素的数量。白色给出您在 Globals 页面上定义的亮度值; 黑色根本不返回亮度效果; 灰色给出中间值。
This effect occurs in direct correlation to a particle’s lifespan. 这种效果与粒子的寿命直接相关The left and right edges of the gradient correspond to the time of the particle’s birth and death respectively.
梯度的左边和右边分别对应粒子的出生和死亡时间。
The following examples demonstrate the effect the luminosity gradient has. At top is the gradient used, at bottom the result it produces.
下面的例子演示了亮度梯度的作用。顶部是使用的渐变,底部是它产生的结果。
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As you can see in the examples above, the glow (100% additive) moves analog to the white area in the luminance gradient. This function can be used to, for example, create rocket boosts or any type of fire effect.
正如你可以看到在上面的例子,辉光(100% 添加剂)移动模拟到白色区域的亮度梯度。这个功能可以用来,例如,创建火箭推进或任何类型的火灾效果。
色彩搭配
At this point, looking upUsing Gradients would be a good idea.
在这一点上,使用渐变来查找是一个好主意。
This gradient controls the color mixing, over the particle’s lifetime, between the puff color set on the Globals page and the color calculated by the Age Color gradient.
这个渐变控制颜色混合,在粒子的生命周期内,在 Globals 页面上设置的泡芙颜色和由年龄颜色渐变计算的颜色之间。
So it is the combination of the Globals Color, Age Color and Age Color Mix gradients that gives the result. Each gray value represents a mixing amount between the base color (set on the Globals page) and the color generated by the Age Color gradient. A pure black means that 100% of the base color set on the Globals page is used to draw the puffs; none of the Age Color is mixed into the particle color. A pure white will color the puff with 100% of the Age Color gradient; the base color set on the Globals page is not mixed into the Age Color at all. All intermediate gray values will create a mixing of both color values.
所以这是结合了全球颜色,年龄颜色和年龄颜色混合梯度的结果。每个灰度值表示基本颜色(设置在 Globals 页面上)和由 Age Color 渐变生成的颜色之间的混合量。纯黑色意味着在 Globals 页面上设置的100% 的基本颜色用于绘制喷出物; 粒子颜色中没有混合任何年代颜色。纯白色将为粉扑涂上100% 的年龄色渐变; 全球页面上设置的基本颜色根本没有混入年龄色。所有中间灰度值将创建两种颜色值的混合。
For the Color gradient, the left edge of the gradient controls the color at the puff’s birth, while the right edge controls the color of the puff when it dies.
对于颜色渐变,渐变的左边缘控制着粉扑出生时的颜色,而右边缘控制着粉扑死亡时的颜色。
A pure black uses the original color, as defined on the globals page, will be used to 100% and the lifetime color will not be added.
纯黑色使用全局页面中定义的原始颜色,将使用到100% ,并且不添加生存期颜色。
A pure white uses the lifetime gradient color to 100% and the original color defined on globals page will not be added. All intermediate gray values will create a mixing of both color values.
纯白色使用生存期渐变颜色为100% ,并且不会添加在全局页面上定义的原始颜色。所有中间灰度值将创建两种颜色值的混合。
This value (just as the 这个值(就像lifetime 终生 value) is concurrently dependent on the lifetime of the particles. The degree of mixing can change over a particle’s lifetime. 值)并发地依赖于粒子的生命周期。混合的程度会随着粒子的寿命而改变例子
Let’s say you want to create a fire using a particle system. The puff’s initial color, as defined on the global page, is bright yellow (inner color) to dark red or black (outer color). At the end of the particles’ lifetime, dark, black smoke should billow. The initial color must then be mixed with the lifetime gradient. For a realistic look, the transition from light to dark must be made irregular. The color mix gradient can be used to switch back and forth between the particles’ initial color and the lifetime color.
假设你想用粒子系统生火。根据全局页面的定义,粉扑的初始颜色为明黄色(内色)到深红色或黑色(外色)。粒子寿命结束时,黑烟滚滚。然后,初始颜色必须与生存期渐变混合。为了看起来逼真,从明到暗的过渡必须是不规则的。颜色混合渐变可以用来在粒子的初始颜色和寿命颜色之间来回切换。
颜色
The particle’s lifetime gradient controls the change of color over time. There is a direct correlation between a particle’s lifetime and the color of a puff. Depending on the color mix value (gray value) and the color of the lifetime gradient the puffs will be calculated either with or without the mix color. The color at the left of the gradient defines when the puff will be born. The color at the right end of the gradient defines the color of the puff at its death.
粒子的生命周期梯度控制颜色随时间的变化。粒子的寿命与粉扑的颜色有直接的关系。根据颜色混合值(灰度值)和生命周期渐变的颜色,将计算出有或没有混合颜色的泡芙。在左边的颜色梯度决定了粉扑何时会出现。渐变右端的颜色决定了粉扑死亡时的颜色。
Note: 注意:The lifetime gradient defines the color change for each puff from its birth to its death. Don’t let it bother you if the result of the calculations differs from what you expected. Many particle systems allow for variation over the particles’ lifetime which can mix up the gradients. When rendering your results, don’t forget that each particle has its own life expectancy. This gradient has no correlation to the number of frames your scene contains!
生命周期梯度定义了每个粉扑从出生到死亡的颜色变化。如果计算结果与预期不同,不要为此烦恼。许多粒子系统允许粒子寿命的变化,这可以混合梯度。在渲染结果时,不要忘记每个粒子都有自己的寿命期望。这个渐变和你的场景包含的帧数没有关系!