PType (Particle Type) Property Editor
| Overview | General | Events | User Parameters | Goals | Envir. | Noise | Interpart. | Fluid | Explosion | Color | Sprite | Instancing
Defines the characteristics of particles after they are emitted from its source object. The values you set here can be saved as a single entity called a particle type, which can be given its own name and retrieved and applied to any emitter object.
For more information on particle types, see Creating Particle Types [ Particles ].
To display: You can access the PType property editor from the ParticlesOp Property Editor, the Particle Emission Property Editor, or by clicking a particle type’s icon in the explorer.
For all parameters that have a Var parameter associated with them, see Particle Variance and Seed Parameters for more information.
This page contains the most frequently used emission parameters, allowing you to quickly set up or view the emission. The Color parameters are the same ones that are on the Color page, and the remaining parameters are the same as on the General page.
You can change the parameter values either on the Overview page or on the Color/General pages; either way, the parameter of the same name on the other page is immediately updated.
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Particle Type ID |
Displays the ID of the current particle type. This is only for information purposes and cannot be modified. |
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Name |
Specifies the name assigned to the particle type defined in this editor. |
Life
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Max. Life |
Controls the amount of time, in seconds, a particle exists once it is emitted. |
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Live Forever |
Makes particles live for a very long time (many many seconds). The particles do not die off during the simulation. |
Characteristics at Birth
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Mass |
Specifies the mass of particles. The mass of a particle is an indication of how swiftly it reacts to forces applied to it. Gravity is a force directly proportional to the particle mass. The more massive the particle, the stronger the gravity force applied to it. As a result, several particles of different masses will all have the same identical motion if the only force acting upon them is gravity. Possible value types are Birth, Age, and Abs(olute) - see below. This parameter has associated Var parameters that let you add variation (see Particle Variance and Seed Parameters). |
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Size |
Controls the size of the emitted particle in Softimage units. Particle size is only computed when the scene is rendered. The size of the rendered particles is affected by the perspective transformation; i.e., the farther away a particle appears in the viewport, the smaller it appears when rendered. Possible value types are Birth, Age, and Abs(olute), where: Birth: The size of the particle remains constant throughout its lifetime (no parameter animation). Age: The size of the particle may change over its lifetime, depending on how the parameter’s function curve is modified. Abs: The size of all particles are identical throughout the simulation. Age%: The size of particles change over the particle’s life percentage, depending on how the parameter’s function curve is modified. In this case, parameter animation between the start and end frames is mapped to the whole particle life. This parameter has associated Var parameters that let you add variation (see Particle Variance and Seed Parameters). |
Rotation Velocity
Determines the speed of the particles’ rotation over the duration of the simulation. The values set here take into consideration the Orientation values at emission time set in the Particle Emission property editor (see Particle Emission Property Editor).
You can set these value types for each parameter:
• Birth: The size of the particle remains constant throughout its lifetime (no parameter animation).
• Age: The size of the particle may change over its lifetime, depending on how the parameter’s function curve is modified.
• Abs: The size of all particles are identical throughout the simulation.
As well, each parameter has associated Var parameters that let you add variation (see Particle Variance and Seed Parameters).
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Billboard |
The angle in degrees (counterclockwise) that the billboard particle rotates per second. |
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Roll |
The angle in degrees (counterclockwise) that the particle rotates per second around its Z axis. |
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Pitch |
The angle in degrees (counterclockwise) that the particle rotates per second around its X axis. |
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Yaw |
The angle in degrees (counterclockwise) that the particle rotates per second around its Y axis. |
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Align On Velocity |
Aligns the particle rotation along the particle’s velocity vector instead of from cloud’s reference frame. This is useful for controlling local rotations on particles. |
Allowed Velocity Range
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Min |
Controls the minimum speed particles are emitted from their source. Possible value types are Birth, Age, and Abs(olute) - see above. |
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Max |
Controls the maximum speed particles are emitted from their source. Possible value types are Birth, Age, and Abs(olute) - see above. |
Events are available only for the Particle operator (not Fluid or Explosion).
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New Event |
Creates a new event to be defined for the particle type. This opens the Particle Event property editor in which you specify an event trigger and action. |
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Event Table |
Displays the name of the event and the trigger value, which can be animated. When you set an obstacle, a collision event is created by default. |
Lets you create your own custom parameters per particle type on a cloud, providing more flexibility when building custom particle behaviors. You can then use the Object Model and C API.
See the SDK Object Model documentation for ParticleAttribute, ParticleType, and ParticleTypecollection for more information.
Parameter Creation
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Name |
Name of the custom parameter. |
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Type |
Select a type of parameter: • Vector 4 (float) • Vector 3 (float) • Float • Integer • Unsigned Long • Unsigned Short • Bool |
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New Parameter |
Click this button to create the new parameter you have specified. The new parameter is added to the bottom of this property page and becomes a property of the particle type. In the explorer, you can find all custom parameters in the Parameters folder under the PType node. Make sure to use the All Nodes filter to see them. |
Lets you set a goal for this particle type. If the particle cloud already has a goal set for it, you can change the goal for this particle type.
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New Goal |
Click this button, then pick the object you want as a goal. Right-click to end picking. A new goal property is created for this particle type and you can edit it using the parameters in the Goal Table below. |
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Goal Table |
Displays the goal’s parameters: • Name of the goal, which you can change by clicking its cell and entering a new name. • Weight value, which you can edit by clicking its cell and entering a new value (0 to 1). You can then animate the values by clicking its animation icon to set keys at different frames. • Mute the goal by clicking in the cell so there’s a check mark. • Right-click on the PType.goal name cell and choose Select Item to select the goal object. You can also choose Inspect Item open the Particle Goal property editor. |
These parameters control how natural forces and obstacles affect this particle type in the simulation (see Forces for Simulations).
You can set these value types for each parameter:
• Birth: The size of the particle remains constant throughout its lifetime (no parameter animation).
• Age: The size of the particle may change over its lifetime, depending on how the parameter’s function curve is modified.
• Abs: The size of all particles are identical throughout the simulation.
All parameters have Var and Seed parameters associated with them: see Particle Variance and Seed Parameters for more information.
Sensitivity to Forces
These parameters control the amount of influence each natural force has on the particles. For particles to be affected, the appropriate force must be applied to the emitter object. Using the values here, you can increase or decrease the effect that the forces have on each particle type while keeping the force’s values the same.
A force has no effect on the particles unless a value other than 0 has been set for its corresponding parameter here.
Obstacles
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Elasticity |
Controls the amount of influence gravity has on the particles as they bounce off obstacles. Possible value types are Birth, Age, and Abs(olute). When connected to a Particles or Fluid cloud, the Age animation mode behaves like the Abs animation mode. |
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Friction |
Controls the amount of influence surface friction has on the particles as they strike obstacles. Possible value types are Birth, Age, and Abs(olute). When connected to a Particles cloud, the Age animation mode behaves like the Abs animation mode. |
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Use size for collision |
Considers the particle size when the particles collide with an obstacle. This works for standard particles as well as fluid and explosions. |
Adds mathematical randomness to the particles. Noise is available only for the Particle operator (not Fluid or Explosion).
For more information, see Adding Noise to Particles [ Particles ].
Intensity
You can animate each of these parameters using these variables:
• Birth: Noise parameter acting on the particles remains constant throughout their lifetimes (no parameter animation).
• Age: Noise parameter acting on the particles may change over their lifetime, depending on how the parameter’s function curve is modified.
• Abs: Noise parameter is identical for all particles throughout the simulation.
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Position |
Amount of noise to be added to the particle’s position (in SOFTIMAGE spatial units). |
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Velocity |
Amount of noise to be added to the particle’s velocity (in [SOFTIMAGE spatial units]/[SOFTIMAGE time units]). |
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Acceleration |
Amount of noise to be added to the particle’s acceleration (in [SOFTIMAGE spatial units]/[SOFTIMAGE time units]) ^2). |
Pattern
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Type |
Select from Brownian (not correlated in space or time so it’s more random) or Perlin (spatially correlated as defined by turbulence parameters) noise. If you select Perlin, you can also set its Iteration, Scale, and Power. |
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Iteration |
Number of iterations of the turbulence algorithm (if 1 it coincides with a simple Perlin function). |
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Scale |
Spatial correlation scale of Perlin noise. |
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Power |
Amount of turbulence in Perlin noise. |
Interparticle Avoidance and Collision is available only for the Particle operator (not Fluid or Explosion).
For more information, see Making Particles Collide with or Avoid Each Other [ Particles ].
You can set these value types for each parameter:
• Birth: The size of the particle remains constant throughout its lifetime (no parameter animation).
• Age: The size of the particle may change over its lifetime, depending on how the parameter’s function curve is modified.
• Abs: The size of all particles are identical throughout the simulation.
All parameters have Var and Seed parameters associated with them: see Particle Variance and Seed Parameters for more information.
Interparticle Avoidance
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Enable |
Toggles on/off the ability for current particle type to avoid collisions with other particle types. |
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Intensity |
Maximum avoidance force intensity. The total avoidance force between two particles depends on the product of each of their Intensity values. |
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Radius |
Distance from the particle at which avoidance Intensity force vanishes. |
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Enable avoidance with same Ptype |
Toggles on/off the ability for the current particle type to avoid collisions with itself. |
Interparticle Collision
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Enable |
Toggles on/off the ability for current particle type to collide with other particle types. |
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Probability |
Probability of collision (between 0 and 100). The total collision probability between two particles depends on the product of each of their Probability values. |
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Radius |
Minimum distance from particle at which collision takes place. |
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Elasticity |
The amount of elasticity in the collision. If 0, the collision is inelastic; if 1, the normal speed component is fully reversed. The actual elasticity coefficient between two particles is the product of each of their Collision Elasticity values. |
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Enable collision with same Ptype |
Toggles on/off the ability for the current particle type to collide with itself. |
Fluid properties are available only for the Fluid operator (not Particles or Explosion).
For more information, see Defining the Fluid Particle Type [ Particles ].
You can set these value types for each parameter:
• Birth: The size of the particle remains constant throughout its lifetime (no parameter animation).
• Age: The size of the particle may change over its lifetime, depending on how the parameter’s function curve is modified.
• Abs: The size of all particles are identical throughout the simulation.
All parameters have Var and Seed parameters associated with them: see Particle Variance and Seed Parameters for more information.
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Viscosity |
Sets the level of resistance to flow in a fluid. Lower values, like 0.07, simulates the flow of a liquid such as water. A high value, such as 1 (maximum), produces behavior similar to that of syrup. Heavier fluids also depend on gravity to define their behavior. By decreasing the gravity, you slow down the fluid dynamic (the result is similar to increasing the Viscosity), and vice-versa. |
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Surface Tension |
Sets the degree of liquid tension on the particle’s surface. Particles that simulate liquid in the shape of a cube, for example, will tend to transform into a spherical shape as they fall to the ground. A high level of surface tension will cause the particles to hold their original shape longer. |
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Coriolis |
Sets the angular speed of a Coriolis force. A Coriolis force is the rotational motion of fluid, such as that of water emptying down a drain. The higher that value of this parameter, the stronger the Coriolis force. |
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Compressibility |
Sets the compressibility factor of fluid as it strikes and bounces off obstacles. |
Explosion properties are available only for the Explosion operator (not Fluid or Particles).
For more information, see Setting Up the Phase’s Particle Type [ Particles ].
Particle Parameters
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Inherit Coeff |
Defines the amount of structure speed inherited by the particle (0 means no speed inherited, 1 means the full speed inherited). Note that forces like gravity, buoyancy, wind, fans and air friction affect the structure’s velocity only; therefore, their action is lost when this parameter is set to 0. |
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Fading Age % |
Sets the starting time (in terms of percentage particle life) of the automatic fading. When the particle percentage age reach this value, Softimage starts reducing the particle alpha channel, taking it to 0 at particle death time. It can be useful for preventing particles from vanishing suddenly from the scene. |
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Emission From |
By default, a particle’s starting position is the structure’s current position. You can force the particles to emit from the cloud icon’s center by selecting Icon in this list. |
Particle Controls
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Life |
Particle Death time on Abs frame: Particle death time is set, depending on the absolute generation frame. Particle Life Length on Abs frame: Particle life length is set, depending on the absolute generation frame. Particle Death time on Structure age: Particle death time is set, depending on the structure age. Particle Life Length on Structure age: Particle life length is set, depending on the structure age. |
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RGB |
Overrides the same value set on the Color page (see Color). Absolute frame: RGB values are identical for all particles throughout the simulation. Structure Percentage Age: RGB values change over the structure’s life percentage, depending on how the parameter’s function curve is modified. In this case, parameter animation between 0 and 100 is mapped to the whole structure life Particle Percentage Age: RGB values change over the particle’s life percentage, depending on how the parameter’s function curve is modified. In this case, parameter animation between 0 and 100 is mapped to the whole particle life. |
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Alpha |
Overrides the same value set on the Color page (see Color). Same as RGB except for the alpha component. |
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Size |
Overrides the same value set on the General page (see General). Absolute frame: Particle size depends on current frame only. Structure age: Particle size depends on related structure age. Particle age: Particle size depends on its age. Constant: Particle size is set at its birth and remains constant throughout its lifetime (no parameter animation). |
Radius
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Start and End |
The start and end value of the particle’s radius in SOFTIMAGE units defining the structure’s circular-velocity term. The starting radius is always 0 and the time needed to go from the start to end value is defined by the Evolution Time. This parameter has an associated Var parameter parameter that let you add variation (see Particle Variance and Seed Parameters). |
Rotation Speed
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Start and End |
The start and end value of the particle’s angular speed in degrees per second defining the structure’s circular-velocity term. The time needed to go from the start to end value is defined by the Evolution Time. This parameter has an associated Var parameter parameter that let you add variation (see Particle Variance and Seed Parameters). |
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Color |
Adds a color to the particle using RGBA or HLSA color values. This color is also displayed for the particle wireframe color in the viewport. You can override these values with the Particle Color and Particle Gradient shaders. |
Animation Reference
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RGB |
Birth: A particle’s RGB values remain constant throughout its lifetime (no color animation). Age: RGB values change over the particle’s lifetime, depending on how the parameter’s function curve is modified. Abs: RGB values are identical for all particles throughout the simulation. Age%: RGB values change over the particle’s life percentage, depending on how the parameter’s function curve is modified. In this case parameter animation between the start and end frames is mapped to the whole particle life. When you’re animating the Color, key its values first, then set the animation reference mode to Age%. |
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Alpha |
Birth: A particle’s Alpha values remain constant throughout its lifetime (no color animation). Age: Alpha values may change over the particle’s lifetime, depending on how the parameter’s function curve is modified. Abs: Alpha values are identical for all particles throughout the simulation. Age%: Alpha values may change over the particle’s life percentage, depending on how the parameter’s function curve is modified. In this case parameter animation between the start and end frames is mapped to the whole particle life. When you’re animating the Color, key its values first, then set the animation reference mode to Age%. |
Variance
For information on Uniform and Gaussian distribution, see Particle Variance and Seed Parameters.
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H |
Controls the amount of variance to the hue in a particle’s color. The distribution can be Uniform or Gaussian. |
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L |
Controls the amount of variance to the luminance in a particle’s color. The distribution can be Uniform or Gaussian. |
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S |
Controls the amount of variance to the saturation in a particle’s color. The distribution can be Uniform or Gaussian. |
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Alpha |
Controls the amount of variance to the alpha value in a particle’s color. The distribution can be Uniform or Gaussian. |
Attaches sprite image sequences to the particles. Sprites are available only for the Particle operator (not Fluid or Explosion).
For more information, see Rendering Sprites [ Particles ].
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Sprite Image |
Lets you choose the texture or image file sequence that will serve as the particle shape. When an image is loaded, you can edit it in the Image Clip property editor, whose pages appear below in the PType property editor. |
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Window and Playback Controls |
Displays a list of texture or image files. When highlighted, this will be the texture or image on the particle shape. Use the playback controls to play, pause, loop, and stop an image sequence. |
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Clear |
Clears the currently selected sprite image from the window. |
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Edit |
Modifies parameters of the selected sprite in the list. |
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New |
Opens a browser in which you can select a new sprite image file to create a new sprite. |
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Animation Control |
Animates the sprite per particle based on one of the following conditions: Birth: the current sprite is assigned to particle at its birth, and will remain the same for all particle life. |
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Age: sprite is animated following particle age (in frame). |
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Abs: sprite is animated following the absolute frame (i.e. the time bar); it is the default value, and it corresponds to the old implementation. |
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Age% sprite is animated following particle percentage age. |
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Random: a random sprite of the sequence is assigned to particle at its birth, and will remain the same for all particle life. |
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Var: adds variation to the sprite over the duration of the simulation. Render Time: controls the sprite sequence’s animation when it’s rendered with the Particle Sprite shader. With this option, Softimage stops trying to optimize what frames are sent to mental ray (such as any unused frames) and makes them all available at render time. For more information, see Animating the Sprites [ Particles ]. |
The options allow you to create instances of objects attached to each particle at render time.
For more information, see Attaching Objects to Particles [ Particles ].
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Enable |
Activates particle instancing. |
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Instance Group |
Group of objects from which to create the instances. These objects must be part of a group (select the objects and press Ctrl+g). Click the Pick button and pick the instance group from the explorer. Click the Remove button to remove the group from the text box. |
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Rotation |
If the particle has rotation applied, you can have the instances inherit it (select From Particle), or you can have no rotation (None). |
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Scaling |
The instanced objects can inherit the scaling from the particle: By particle size scales the object uniformly by taking the size of the particle and scaling by that. Non-uniform to particle scales the object to fit the particle’s bounding box using non-uniform scaling. This makes the object completely fill in the bounding box. Uniform to particle scales the object to fit the particle’s bounding box using uniform scaling. This makes the object fit in the bounding box but without changing its shape. None: the instanced object stays its current size, and is not influenced by the particle size. |
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OGL Display |
Select from either Nulls or Bounding Boxes as a display type for the instanced objects in the viewport. |
Autodesk Softimage v.7.5