Right now, we're seeing a representation of the particles. In order to get a feel for what our splash is actually is going to do, we need to be able to see the actual particles. You notice, I'm rewinding and hitting Play each time I make a change. Let's change that to 30, and then rewind back to 0. Let's have them live only about - let's call it 30 frames. Right now, they live all the way to 600 frames. I think what the problem is also is that the splashes are lasting a little bit too long. Let's rewind back again and bring that back down to 300. And that makes the splashes a little bit too big. So let's crank the Speed up just a little bit more, let's try 500. So you can see they're still not making it very far up into the air. If I go the Particle Option and change the Speed from 150 to say, let's try 300. So let's go back to the Emitter and adjust the Speed. Now our particles aren't making it very far up into the air, before they are splashed down. They splat outward, and then they fall down. Now when we rewind and hit Play, our objects fall down. So let's go to the Simulate Menu and go to Particles again. Right now they come out to the Emitter and go off in whatever direction they started in. The next thing we want to do is to have the particles fall downward after they come out of the Emitter. So let's go over to the Emitter Size and bring that down to, say, 70 x 70. The other thing you'll notice is that the Emitter is a little bit big compared to the splats. You'll notice that they're not spraying below the ground, they're going upward. When we rewind back to 0 and hit Play, you'll see that our objects are spraying out. And you can see the Angle Vertical tops out. And let's change the Angle Vertical, that's the vertical is around the Z-axis, to 180. So let's change that to 180, actually a little bit less than 180, let's call it 170. The Angle Horizontal is the angle around the Emitter's Y-axis. Under the Emitter Properties let's change the Angle Horizontal. We want them to spray outward in all directions except for down. You can see that they're coming out and they're not spraying outward. Let's rewind back to 0 and I'll scrub through this. The particles, when they come out, you'll see that they're actually emitting. Let's change that from 50 to, say, 200 x 200. I think that's still not quite enough particles. And then when we rewind to 0, let's hit Play. Let's make this up pretty high, let's call it, say, 50 x 50. Then we'll change the Birthrate in Editor. Now let's change the Stop Emission from 150 down to, say, 20. So let's go to our Emitter Object and change, under the Particle Options, the Start Emission to be frame 11. We actually don't want the particles to actually come out until the sphere hits the floor. So the particles are coming out a bit little soon. I'll hold down the Shift key to do it in even increments. Remember, the Emitter spits out along its Z-axis. The Emitter is going to splash out particles, and we want it to spray it up. So let's go to the Simulate Menu, and then go to Particles, and go to Emitter. So the first thing we need to do is create an Emitter Object. So what we want to do is to create some little globs that will come of this location when the object hits the ground. And the Melt Deformer is causing it to actually splat out when it hits the ground. I have a sphere hitting the floor and melting into a flat object, and this was created in an earlier module, under Deformers, and it's basically just a sphere that is being influenced by Melt Deformer. For this example, we're going to create a splash of particles.
0 Comments
Leave a Reply. |