Procesar#

Referencia

Panel:

Sistema de partículas ‣ Procesar

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:

Sistema de partículas ‣ Procesar ‣ Temporización

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:

Sistema de partículas ‣ Procesar ‣ Objeto

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:

Sistema de partículas ‣ Procesar ‣ Colección

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:

Sistema de partículas ‣ Procesar ‣ Colección ‣ Cantidad de usos

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:

Sistema de partículas ‣ Procesar ‣ Otros

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.