Phát Xạ (Emission)¶
Tham Chiếu (Reference)
- Panel (Bảng)
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 this kind of particles as objects (depending on the particle system's render settings, see Visualization).
The buttons in the Emission panel control the way particles are emitted over time:
- Số/Lượng (Number)
The maximum amount of parent particles used in the simulation.
- Seed (Mầm)
Blender uses this as starting point to produce random numbers during the simulation.
- Khung Hình Khởi Đầu (Frame Start)
The start frame of particle emission. You may set negative values, which enables you to start the simulation before the actual rendering.
- Cuối/Kết Thúc (End)
The end frame of particle emission.
- Tuổi Thọ (Lifetime)
The lifespan (in frames) of the particles.
- Ngẫu Nhiên Hóa Tuổi Thọ (Lifetime Randomness)
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.
Nguồn (Source)¶
Tham Chiếu (Reference)
- Panel (Bảng)
- Phát Ra Từ (Emit From)
Defines how and where the particles are emitted, giving precise control over their distribution.
Mẹo
You may use vertex groups to confine the emission, that is done in the Vertex Groups panel.
- Vertices (Điểm Đỉnh)
Emits particles from the vertices of a mesh.
- Bề Mặt (Faces)
Emits particles from the surface of a mesh's faces.
- Âm Lượng/Thể Tích (Volume)
Emits particles from the volume of an enclosed mesh.
Mẹo
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!
- Dùng Ngăn Xếp của Bộ Điều Chỉnh (Use Modifier Stack)
Take any Modifiers above the Particle Modifier in the modifier stack into account when emitting particles, else it uses the original mesh geometry.
Ghi chú
Note that particles may differ in the final render if these modifiers generate different geometry between the viewport and render.
- Phân Bổ (Distribution)
These settings control how the emissions of particles are distributed throughout the emission locations when emitting from either Faces or Volume.
- Biến Động (Jittered)
Particles are placed at jittered intervals on the emitter elements.
- Số Hạt/Bề Mặt (Particles/Face)
Number of emissions per face (0 = automatic).
- Lượng Biến Động (Jittering Amount)
Lượng biến động áp dụng khi lấy mẫu.
- Ngẫu Nhiên (Random)
Particles are emitted from random locations in the emitter's elements.
- Khung Lưới Đồ Thị (Grid)
Particles are set in a 3D grid and particles near/in the elements are kept.
- Đảo Nghịch Khung Lưới Đồ Thị (Invert Grid)
Invert what is considered the object and what is not.
- Lục Giác (Hexagonal)
Uses a hexagonal-shaped grid instead of a rectangular one.
- Độ Phân Giải (Resolution)
Resolution of the grid.
- Ngẫu Nhiên (Random)
Add a random offset to grid locations.
- Thứ Tự Ngẫu Nhiên (Random Order)
The emitter element indices are gone through in a random order instead of linearly (one after the other).
Not available for Grid distribution.
- Phân Bổ Đều (Even Distribution)
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.