Emit Trail at Surface Intersection
This compound emits new particle trails from the point at which another object intersects with the particle emitter, which is useful for creating effects like skid marks, mud tracks, or paint strokes.
Plug this compound's Emit output into the ICETree node. This compound should be plugged in to the first port of the ICETree node because you usually need to emit particles before any other node or compound can be evaluated.
For more information, see Emitting Particle Trails at Object Intersections.
Tasks: Particles/Emitters
Output Ports: Emit
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Enable |
Turns the particle emission on and off. |
Emission Parameters
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Emitter1 |
Plug in the geometry from which you want to emit particles. This must be a geometry with a surface. You can plug multiple geometries into this port. |
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Trail Geom1 |
Plug in the geometry with which you want to particle emitter to intersect. This must be a geometry with a surface. For best results, this object should be animated. You can plug multiple geometries into this emitter. |
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Rate |
The number of particles that are created per second. Note that in some cases where particles are deleted immediately using one of the Filter compounds (such as Filter by Weight Map) in the Emission Control group, the actual number of particles that are displayed on screen may be less that this Rate value defines. That is because some of the Filter compounds delete certain particles immediately after they are born. See ICE Particle Rate (Amount) for more information. |
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Falloff Distance |
The falloff of the particle emission within the intersection area. |
Initial Values
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Mass |
Defines how much matter the particles have. The value is in kilograms (kg). The mass is used to determine how the particles are affected by forces and other physical effects. Particles with higher mass values require larger forces to modify their motion. See ICE Particle Mass for more information. |
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Size |
Defines how large the particle is. This value is the particle radius, but the particle display size is the diameter. For example, if the Size value (radius) is 1, the diameter (display) size is 2. Some compounds use the Size value to help with collision detection or to define motion, such as Bounce Off Surface or Stick to Surface, for example. See ICE Particle Size for more information. |
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Color |
Defines the initial particle color as displayed in the viewport. Rendered particles do not use the particle color values unless you've set up the shader to do so. Set the color value using the standard color sliders and color box. See ICE Particle Color for more information. |
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Shape |
Defines how the particle shape is drawn on screen. You have a selection of different methods for displaying particles: point, segment (trails), disc, rectangle, sphere, box, cylinder, capsule, cone, and blob. • If you select Blob, the particles are displayed as blobs only in the render region. • To display trails, select Segment. • To render sprites, select the Rectangle shape. • If you want particles to collide with an obstacle, they require a shape that has 3D geometry, such as a sphere, box, cylinder, capsule, or cone. See ICE Particle Shapes for more information. |
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Orientation |
Defines the orientation of particles when emitted. The particle's orientation stays the same over its lifetime unless some force changes it. Set the Orientation of the particle around its local X, Y, and/or Z axes. Then set the Angle value, which is the amount of rotation in degrees around these axes. See ICE Particle Orientation for more information. |
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State ID |
When using the State nodes to define particle behavior, this value defines which state the particles will be using when created. See Setting the Particle’s State ID for more information. |
Alignment and Scaling
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Only Emit Particles when Surfaces are Moving |
Does as advertised. This is useful for when the emitter and/or the surface intersection geometry are moving when they intersect. |
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Minimum Speed Threshold |
The minimum speed that is required for particles to be emitted if you have the Only Emit Particles when Surfaces are Moving option selected. |
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Scale Particles by Intersection Velocity |
Changes the scale of the particles according to the velocity of the emitter and surface intersection geometry when they intersect. Set the Scale Factor below. This is useful for creating skid marks or bullet tracks, where the velocity of the particle is used. |
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Scale Factor |
Sets the scale of the particles when you have the previous option selected. A factor of 1 is the same size as is set with the Size value. |
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Execute on Emit1 |
You can plug in compounds here that have Execute output ports. These compounds only get executed once when a particle gets created. |
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