Particle Flow Smoke This is a simple
particle age smoke to get us started using Particle Flow.
Our birth has 2,000
particles for a fast render, but we could easily use 10 times that amount.
Speed is on the slow
side
Forces are wind to provide direction and drag to slow down particles as they rise
Our wind is responsible
for moving the particles
The drag is set to slow down particle motion by a percentage as it goes
along the Z axis, based on the drag icon’s local Z.
The Shape facing
operator is critical ... we have to assign a camera viewport
... and, we also need to allow
spinning in the orientation ... this is so we can rotate the facing
materials as they move. Finally, we can also apply the size here.
Material
operators come in three varieties: Static, Dynamic, and Frequency. Static
is pretty straightforward, assigning materials and IDs that don't change
during an event. Dynamic, on the other hand, lets particles' material
IDs change during the event, and supports animated materials using Particle Age and similar maps. Frequency works directly with sub-materials.
You create a list of materials and weight their assignments to particles
based on percentages.
We will use the material
dynamic operator so we can use particle age for
our smoke. Here is the setting:
Next is the spin
operator, which works like spin time in non-event particle systems like
super spray. Remember, we had to select allow
spinning in shape facing. Now we have to specify particle space
so the particles keep facing us. The spin rate is in degrees per second. The variation is number of degrees per second we can vary. Divergence is set to the max of 180. At
0, all particles would spin together, looking completely uniform.
Display
...
Finally, Delete is set to simply kill off particles
when they are 90 frames “old.”
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