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
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