Emissão

Referência

Panel:Particle System ‣ Emission

The Emitter system works just like its name says: it emits/produces particles for a certain amount of time. In such a system, particles are emitted from the selected object from the Start frame to the End frame and have a certain lifespan. These particles are rendered default as Halos, but you may also render these kind of particles as objects (depending on the particle system’s render settings, see Visualization).

Opções

../../../_images/physics_particles_emitter_emission_settings.png

Particle Emission settings.

The buttons in the Emission panel control the way particles are emitted over time:

Número
The maximum amount of parent particles used in the simulation.
Início
The start frame of particle emission. You may set negative values, which enables you to start the simulation before the actual rendering.
Fim
Quadro final para a emissão de partículas.
Tempo de vida
O tempo de vida (em quadros) das partículas.
Aleatório
A random variation of the lifetime of a given particle. The shortest possible lifetime is Lifetime × (1 - Random). Values above 1.0 are not allowed. For example with the default Lifetime value of 50 a Random setting of 0.5 will give you particles with a live span ranging from 50 frames to \(50 × (1.0 - 0.5) = 25\) frames, and with a Random setting of 0.75 you will get particles with live spans ranging from 50 frames to \(50 × (1.0 - 0.75) = 12.5\) frames.

Localização da emissão

Emit From parameters define how and where the particles are emitted, giving precise control over their distribution. You may use vertex groups to confine the emission, that is done in the Vertex Groups panel.

Vértices
Emits particles from the vertices of a mesh.
Faces
Emits particles from the surface of a mesh’s faces.
Volume
Emits particles from the volume of an enclosed mesh.

Configurações de distribuição

These settings control how the emissions of particles are distributed throughout the emission locations.

Aleatório
The emitter element indices are gone through in a random order instead of linearly (one after the other).

For Faces and Volume, additional options appear:

Distribuição uniforme
Particle distribution is made even based on surface area of the elements, i.e. small elements emit less particles than large elements, so that the particle density is even.
Tremulado

Particles are placed at jittered intervals on the emitter elements.

Partículas por face
Número de emissões por face (0 = automático).
Montante de tremulação
Quantidade de tremulação aplicada a amostragem.
Aleatório
Particles are emitted from random locations in the emitter’s elements.
Grade

Particles are set in a 3D grid and particles near/in the elements are kept.

Inverter grade
Inverte o que é considerado objeto e o que não é.
Hexagonal
Uses a hexagonal-shaped grid instead of a rectangular one.
Resolução
Resolução da grade.
Aleatório
Adiciona um deslocamento aleatório para as localizações da grade.

Dica

Your mesh must be manifold to emit particles from the volume.

Some modifiers like the Edge Split Modifier break up the surface, in which case volume emission will not work correctly!

Usar a pilha de modificadores

Take any Modifiers above the Particle Modifier in the modifier stack into account when emitting particles, else it uses the original mesh geometry.

Nota

Note that particles may differ in the final render if these modifiers generate different geometry between the viewport and render.