Procesar
Referencia
- Panel
El panel Procesar permite controlar la apariencia de las partículas durante el procesamiento final.
Nota
Cycles supports only Object and Collection render types.
Opciones en común
- Escala
Por hacer.
- Aleatorizar escala
Por hacer.
- Material
Set which of the object’s materials is used to shade the particles.
- Sistema de coordenadas
Use a different object’s coordinates to determine the birth of particles.
- Show Emitter
When disabled, the emitter is no longer rendered. Activate the button Emitter to also render the mesh.
Procesar como
Ninguno
When set to None, particles are not rendered. This is useful if you are using the particles to duplicate objects.
Halo
Halos are rendered as glowing dots or a little cloud of light. Although they are not really lights because they do not cast light into the scene like a light object. They are called Halos because you can see them, but they do not have any substance.
Ruta
The Path visualization needs a Hair particle system or Keyed particles.
- B-Spline
Interpolate hair using B-splines. This may be an option for you if you want to use low Render values. You loose a bit of control but gain smoother paths.
- Intervalos
Set the number of subdivisions of the rendered paths (the value is a power of 2). You should set this value carefully, because if you increase the render value by two you need four times more memory to render. Also the rendering is faster if you use low render values (sometimes drastically). But how low you can go with this value depends on the waviness of the hair (the value is a power of 2). This means 0 steps give 1 subdivision, 1 give 2 subdivisions, 2 –> 4, 3 –> 8, 4 –> 16, … n –> n2.
Timing
Referencia
- Panel
- Tipo
Pelo
- Tiempo absoluto de la trayectoria
Path timing is in absolute frames.
- Fin
End time of the practical path.
- Aleatorio
Give the path length a random variation.
Objeto
Referencia
- Panel
- Objeto instanciado
The specified object is instanced in place of each particle.
- Coordenadas globales
Use object’s global coordinates for instancing.
- Rotación del objeto
Use the rotation of the object.
- Escala del objeto
Use the size of the object.
Colección
Referencia
- Panel
- Instanciar colección
The objects that belong to a collection are instanced sequentially in the place of the particles.
- Toda la colección
Use the whole group at once, instead of one of its elements, the group being displayed in place of each particle.
- Escoger aleatoriamente
The objects in the group are selected in a random order, and only one object is displayed in place of a particle. Please note that this mechanism fully replaces old Blender particles system using parentage and Instancing Vertices to replace particles with actual geometry. This method is fully deprecated and does not work anymore.
- Coordenadas globales
Use object’s global coordinates for instancing.
- Rotación del objeto
Use the rotation of the objects.
- Escala del objeto
Use the size of the objects.
Cantidad de usos
Referencia
- Panel
Use objects multiple times in the same groups.
Specify the order and number of times to repeat each object with the list view that appears.
You can duplicate an object in the list with the +
button, or remove a duplicate with the -
button.
Otros
Referencia
- Panel
- Partículas principales
Render also parent particles if child particles are used. Children have a lot of different deformation options, so the straight parents would stand between their curly children. So by default Parents are not rendered if you activate Children. See Children.
- Nonatas
Render particles before they are born.
- Muertas
Render particles after they have died. This is very useful if particles die in a collision Die on hit, so you can cover objects with particles.