
Object Properties
对象属性
强度[0. . + ∞ m ]
The strength of the turbulence.
湍流的强度。
比例[0. . + ∞% ]
If this value is set to 0% random velocities will be generated for each individual particle (behavior in Cinema 4D versions prior to R11.5). If any other value is entered a three-dimensional noise will be applied that will affect the particles. The Scaling value simply defines the size of the noise. The smaller the noise the more randomly the particles will be dispersed; the larger the noise the more homogenous the particle flows will be.
如果这个值设置为0% 的随机速度将产生每个个别粒子(行为在C4D 版本之前的 R11.5)。如果输入任何其他值,就会产生影响粒子的三维噪声。Scaling 值简单地定义了噪声的大小。噪声越小,颗粒的分散越随机; 噪声越大,颗粒的流动越均匀。
频率[-∞ . . + ∞% ]
If the noise should change over time enter a value not equal to 0. The irregular noise will generate particle streams that will change homogeneously. Lower values will cause the noise to change more slowly; larger values will cause the noise to change more quickly. A value of 0 will cause the noise to be static, resulting in a constant stream of particles in a given direction, as shown in the image below:
如果噪声随时间变化,则输入一个不等于0的值。不规则的噪声会产生均匀变化的粒子流。较低的值会导致噪声变化得更慢; 较大的值会导致噪声变化得更快。如果数值为0,噪声就是静态的,从而导致一个给定方向上的恒定粒子流,如下图所示:

模式
Here you can define how a particle modifier should affect dynamic objects (these settings have no effect on particles):
这里你可以定义一个粒子力场应该如何影响动态对象(这些设置对粒子没有影响) :
- Acceleration 加速: The modifier twirls the objects around without taking their mass into consideration. Even ,heavy’ objects will behave like feathers. 当前位置力场转动物体而不考虑它们的质量。甚至,重的东西也会像羽毛一样
- Force 警队: This mode takes the objects’ mass into account, i.e., the ,heavier’ an object is the less it can be affected by the modifier. : 这个模式考虑了物体的质量,也就是说,越重的物体越不容易受到力场的影响
- Aerodynamic Wind 空气动力学风: This mode will actually create a flow of air (current) that will cause the objects to react according to their : 这种模式实际上会产生一股气流(电流) ,这股气流会使物体根据它们的反应作出反应aerodynamic 空气动力学 shape. This mode is not available for all modifiers - only for those for which it serves a useful purpose (e.g., Wind, Turbulence, etc.). 形状。这个模式并不适用于所有的力场,只适用于那些有用的力场(例如: 风、湍流等)
Note that when using the Aerodynamic Wind option, its effect will differ depending on the object over which it flows:
请注意,当使用空气动力风选项时,其效果将根据其流过的物体而有所不同:
- Rigid Bodies 刚体: The wind will be calculated at the center of the Rigid Body and remain constant across the entire object surface. : 风将计算在刚体的中心和保持恒定的整个物体表面
- Soft Bodies 柔软的身体: The wind (strength and direction) will be calculated per polygon or vertex and will affect the object accordingly. : 风(强度和方向)将计算每个多边形或顶点,并将相应地影响对象