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Chọn (Select) ‣ Tương Đồng (Similar)

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

The maximum amount of parent particles used in the simulation.

Mầm

Blender uses this as starting point to produce random numbers during the simulation.

Khởi Đầu tại Khung Hình

The start frame of particle emission. You may set negative values, which enables you to start the simulation before the actual rendering.

End/Kết Thúc/Cuối Cùng

The end frame of particle emission.

Tuổi Thọ

The lifespan (in frames) of the particles.

Ngẫu Nhiên Hóa Tuổi Thọ

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.

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Thanh Bên (Sidebar) ‣ Biên Soạn (Edit) ‣ Bề Mặt (Surfaces)

Phát Ra Từ

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.

Điểm Đỉnh

Emits particles from the vertices of a mesh.

Bề Mặt

Emits particles from the surface of a mesh's faces.

Âm Lượng

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

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

These settings control how the emissions of particles are distributed throughout the emission locations when emitting from either Faces or Volume.

Biến Động

Particles are placed at jittered intervals on the emitter elements.

Số Hạt/Bề/Khuôn Mặt

Number of emissions per face (0 = automatic).

Lượng Biến Động

Lượng biến động áp dụng khi lấy mẫu.

Ngẫu Nhiên

Particles are emitted from random locations in the emitter's elements.

Khung Lưới/Đồ Thị

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

Đảo Nghịch Đồ Thị

Invert what is considered the object and what is not.

Lục Giác

Uses a hexagonal-shaped grid instead of a rectangular one.

Độ Phân Giải

Resolution of the grid.

Ngẫu Nhiên

Add a random offset to grid locations.

Thứ Tự Ngẫu Nhiên

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

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.