Emitting ICE Particle Splashes Upon Collision with Obstacles

The Emit Splash from Surface Collision compound lets you emit a splash of new particles upon impact with an obstacle in a collision. This can be useful for creating effect like dust being created as a foot steps on the ground, or mud splashing up as a ball hits a mud puddle, sparks flying as two metal objects collide, or water splashing up as the hull of a boat hits the water.

 

To emit particles upon collision with an obstacle

1. Follow the process for Setting Up a Particle Emission Manually for creating a point cloud and setting up its ICE tree, but make the following changes to the process:

2. Drag the Emit Splash from Surface Collision compound from the Emitters group into the ICE view.

3. Plug the Emit Splash from Surface Collision compound’s Emit output into the ICETree node’s Port1.

4. Plug each emitter object’s Value output into the Emitter port of the Emit Splash from Surface Collision compound. Using the Emitter ports below this one, you can keep plugging in the Value outputs from several objects that you want as particle emitters.

5. Create one or more objects that you want to use as obstacles for the particles. These objects need to have geometric surfaces, such as polygon meshes or NURBS surface objects. Make sure that the particle emitter will reach these obstacles at some point in the simulation.

6. Drag each obstacle’s name into the ICE Tree view to create a node for it.

7. Plug each obstacle’s Value output into a Splash Geom port of the Emit Splash from Surface Collision compound.

 

8. In the Emit Splash from Surface Collision property editor, you can set how the particles splash (splash distance threshold and a profile curve that defines the emission rate and velocity at collision), as well as the basic particle emission parameters (rate, color, size, orientation, etc.).

For more information on the parameters, click the ? icon in the property editor or see Emit Splash from Surface Collision.

 



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