
Object Properties
对象属性
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。
湍流尺度[0. . + ∞% ]

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。
湍流频率[-∞ . . + ∞% ]

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。
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