Making Particles Collide with or Avoid Each Other
Besides particles colliding with obstacle objects, you can make particles collide with or avoid each other. Interparticle collision or avoidance is supported between particle types defined for a single particle cloud (you cannot use multiple clouds).
You can make a particle type collide with itself or with another particle type. To collide with another particle type, you need to have multiple emitters on the same cloud (see Adding Multiple Particle Emitters to the Same Cloud for more information).
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You cannot create interparticle collisions and avoidance with the Fluid or Explosion particle simulators. |
Making Particles Avoid Each Other
To make particles avoid each other
1. Open the particle type’s Particle Type property editor and set these parameters on the Interparticle Properties page.
2. In the Interparticle Avoidance group, click Enable to activate the avoidance parameters.
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The Interparticle Collision and Avoidance parameters can be animated using standard animation controls (Birth/Abs/Age) and jittered with variance (Var) values. For more information on animating, see Animating Particle Type Parameters; for information on the Var parameter, see Adding Variation to Particles. |
3. If you want particles of the same particle type to avoid each other, select Enable Avoidance with same Ptype.
If you don’t select this option, you must also set and activate the Avoidance parameters for the other particle types to be avoided.
4. Set the Intensity of the avoidance force, rather like an inverse magnetic force field. If you’re making the particles avoid other particle types, the total avoidance force among the particle types depends on the product of each of their Intensity values.
5. Set the Radius which is the maximum distance in SOFTIMAGE units from the particles at which the Intensity vanishes.
Making Particles Collide with Each Other
To make particles collide with each other
1. Open the particle type’s Particle Type property editor and set these parameters on the Interparticle Properties page.
2. In the Interparticle Collision group, click Enable to activate the collision parameters.
3. If you want particles of the same particle type to collide with each other, select Enable collision with same PType.
If you don’t select this option, you must also set and activate the Collision parameters for the other particle types involved in the collision.
4. Set the Probability of the collision on a scale of 0 to 100, with 0 being no chance of collision and 100 being a guaranteed collision.
If you’re making the particles collide with other particle types, the total probability among the particle types depends on the product of each of their Probability values.
5. Set the Radius which is the minimum distance in SOFTIMAGE units at which the particles collide.
6. Set the Elasticity to determine how much the particles bounce off each other when they collide.
- If you set this to 0, there is no elasticity; 1 is full elasticity.
- If you’re making the particles collide with other particle types, the total elasticity among the particle types depends on the product of each of their Elasticity values.
Tips for Creating Successful Interparticle Collisions
• Keep the Radius size as small as possible.
• Don’t let the particles go so fast that they bounce off each other too easily. To harness the speed, set the Allowed Linear Velocity Range - Max value for the particle type (see Particle Velocity). You can really control rambunctious particles this way.
• If the particles are bouncing around too much when they collide, lower the collision Elasticity value. Also check that the obstacle’s Elasticity parameter (see Setting the Collision’s Physical Behavior) is set at an appropriate level.
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