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Wind Object 风向物体Basic 基础Coord.Object 对象Falloff 女名女子名

Object Properties

对象属性

Wind Speed[0..+∞m]

风速[0. . + ∞ m ]

The strength of the wind.

风的力量。

If you add Turbulence, both will be superimposed by the Wind Speed.

如果你加上湍流,两者都会被风速叠加。

The wind’s direction is represented in the viewport as a fan with a yellow arrow that points in the direction of the wind. The speed at which the fan rotates in the viewport gives you an indication of the wind’s speed. 风的方向在视图中表现为一个带有黄色箭头的扇子,指向风的方向。风扇在视窗中旋转的速度可以给出风速的指示

Turbulence[-∞..+∞%]

湍流[-∞ . . + ∞% ]

Enter a value not equal to 0 if you want to add a wind speed varied using internal 3D noise to your existing wind speed. The larger the value the stronger the turbulence will be. The particles can even start moving in a direction opposite the direction of the Wind Speed.

输入一个不等于0的值,如果你想增加一个风速变化使用内部3D 噪声到您现有的风速。数值越大,湍流就越强。这些粒子甚至可以开始朝着与风速相反的方向移动。

Turbulence Scale[0..+∞%]

湍流尺度[0. . + ∞% ]

Left: lower 左: 低一点Turbulence Scale 湍流量表 values; right: larger values. 值; 右: 更大的值

Use this value to adjust the scale of the internal 3D noise used to calculate the turbulence. The lower the value the more the speed of the particles will vary - the wind will become more "unsettled". Larger values will lead to more homogeneous particle streams whose speed changes more slowly.

使用这个值来调整用于计算湍流的内部3D 噪声的比例。数值越低,粒子的速度变化越大——风将变得更加“不稳定”。更大的数值将导致更均匀的粒子流,其速度变化更慢。

Turbulence Frequency[-∞..+∞%]

湍流频率[-∞ . . + ∞% ]

Left: lower 左: 低一点Turbulence Frequency 湍流频率 values; right: larger values. 值; 右: 更大的值

Enter a value not equal to 0 if you want the noise to change over time. Lower values will cause the noise to change more slowly; larger values will cause the noise to change more quickly.

如果希望噪声随时间变化,请输入不等于0的值。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。

Mode

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