Graphics Programs Reference
In-Depth Information
Figure 18-41
2.
On the Particle tab of the FX-Emitter
window, set Particle Weight +/- to
0.25
(which will make our particles
“weigh” between 0.75 and 1.25 units).
Set the Life Time (frame) to
120
,
which will make each particle “live”
120 frames (the length of our scene)
before “dying” and being “reborn.”
Then, on the Motion tab, set Explo-
sion(m/s) to
5
(meters per second).
Move our emitter to
-1 m
on the Y
axis. When you scrub the frame slider,
you see particles “exploding” from our
emitter. (See Figure 18-41.)
Power to
-100%
. Now, when you scrub
the frame slider, you see your particles
“falling into” this “singularity” that
you've created. Although, unlike a
“true” singularity, the particles con-
tinue falling right on
through
the gravi-
tational central point, accelerating out
the other side. (Maybe that's the way
black holes really do work — we have
no way to prove one way or the other.)
4.
Let's have a little bit of fun here.
Before we do any rendering, add
Te x -
tured Environment
under
Effects |
Backdrop | Add Environment
. Click
on the
Texture
button to open the
Texture Editor window, and assign a
Procedural Texture
to the Layer
Type. Set the Procedural Type to
Underwater
, Texture Color to
151
,
0
,
0
, Wave Sources to
6
, Wavelength
to
1
, Wave Speed to
0.02
, and Band
Sharpness to
1
. (This will make the
background of our render a little more
interesting… .) (See Figure 18-43.)
3.
Select
Items | Add | Dynamic Obj |
Gravity
(leaving it at X=0, Y=0,
Z=0). Set Gravity Mode to
Point
, Fall-
off Mode to
OFF
, Radius to
10 m
, and
Figure 18-42