| Simulation | Output | Collisions | Emission | Sparks | Smoke | Flame
To display: Choose Create > Particles > Explosion > From Cylinder or Sphere from the Simulate toolbar.
For more information on creating explosions, see Explosions, Fire, and Smoke in the Particles guide.
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You cannot have multiple emitters on an explosion cloud. As well, the Explosion operator works only with the default sphere or cylinder emitter objects. |
Execution State
Mode |
Not interactive is the default. This doesn’t calculate the particle animation until you move to a different frame (either by clicking the Play button below the timeline or moving the playback cursor). This lets you choose when you want to play back the simulation, especially if your system is a bit slow and you don’t want to wait for each update to be calculated. Interactive recomputes the animation from start frame as soon as you modify a particle parameter. This is useful for immediately seeing the effects of your changes. Disconnected doesn’t calculate the particle animation at all. This is useful for setting parameters and moving back and forth on the timeline without having to wait for the particle simulation to update. |
Range
Start Frame |
Initial frame of the simulation |
Duration |
Number of frames of the simulation |
Copy from Scene |
Copies the start and end frame values from the scene’s timeline to the Start Frame and Duration. |
Copy to Scene |
Copies the values you set for the Start Frame and Duration to the scene’s start and end frame values on the timeline. |
Multiplicative Factors
Time Scale |
Scales the dynamic with respect to time. If, for example, you divide this value in half, the whole dynamic evolves at twice the speed. |
Space Scale |
Scales the dynamic with respect to spatial dimensions. Modifying this parameter changes the space extension of the explosion without changing its shape. |
Particles % |
Percentage of the particles that are emitted. Setting this to a lower value is useful for a quick preview of the particles’ behavior. |
Seed |
Seed for the pseudo-random-number generator. |
Phase Activation
You can have any or all of these structures active as phases of the explosion.
Sparks |
Activates the sparks phase of the explosion. You can set the spark structure’s parameters on the Sparks page (see Sparks), as well as select and edit the particle type to use. |
Smoke |
Activates the smoke phase of the explosion. You can set the smoke structure’s parameters on the Smoke page (see Smoke), as well as select and edit the particle type to use. |
Flame |
Activates the flame phase of the explosion. You can set the flame structure’s parameters on the Flame page (see Flame), as well as select and edit the particle type to use. |
Output Sequence |
Directory and path name for the output particles files (a .ptp is generated for each frame). By default, the name is Explosion plus an instance-counter number. If Usr is on, the path is displayed as you entered it. If Res is on, the resolved path is displayed. |
Clean Cached Files |
When you exit XSI, this deletes the .ptp files that were recorded and cached for the particle simulation in the current session. |
Use File for Rendering |
Activates a flag that tells the Explosion shader to use the PTP files currently specified in the Output Sequence for rendering the simulation. This option is useful if you’re rendering over a number of machines and you want each machine to use the same PTP files as they render the same simulation. |
Collision Accuracy
Iterations |
When a particle collides with an obstacle, its velocity is modified, which could cause a new collision with a different obstacle. To accurately calculate this, any time a collision is detected Explosion checks if a new collision can occur with all the remaining obstacles, iterating this process until no more collisions can be detected. This parameter sets the maximum number of iterations that occur inside a single time step. The higher the number, the more accurate the collision detection (at the cost of more time). |
Interframes |
Sets the number of interframes in which a single frame has to be subdivided for collision detection. The higher the number, the more accurate the collision detection (at the cost of more time). |
Check Particles |
Detects collisions between particles and obstacles and calculates how the particles will respond. If this option is off, only collisions with structures are detected. |
Sets the emission parameters for all structures and their corresponding particles.
For all parameters that have a Var parameter associated with them, see Particle Variance and Seed Parameters for more information.
Sparks\Smoke\Flame Structures
ParType |
Name of particle type to use for the emission (smoke, sparks, or flame, by default). Click the New button to create a new particle type, or click the Edit button to open the particle type’s PType (Particle Type) Property Editor. |
Emission |
Defines the type of emissions used for each structure (flame, smoke, or sparks): structures, particles, structures+flame particles, structures+smoke particles, or structures+sparks particles. |
Speed |
Defines the reference emission speed in SOFTIMAGE units per second of the structures along the emission direction. The actual emission speed is controlled by this value and the Emission shape. This parameter also has a Var parameter (see Particle Variance and Seed Parameters) so that you can produce a more random effect on the particles. |
Struct. Rate |
Defines the rate of structure particles emitted per second. This parameter also has a Var parameter (see Particle Variance and Seed Parameters) so that you can produce a more random effect on the particles. |
Struct. Life |
Duration of life (in seconds) of the structure. When the structure dies, all its particles disappear simultaneously. This parameter also has a Var parameter (see Particle Variance and Seed Parameters) so that you can produce a more random effect on the particles. |
Particle Rate |
Controls the number of particles emitted per second. This parameter also has a Var parameter (see Particle Variance and Seed Parameters) so that you can produce a more random effect on the particles. |
Buoyancy |
The movement (acceleration) of particles in the direction opposite of gravity. This value is the buoyancy coefficient at any frame for the structures. When 0, there is no buoyancy; when 1, the acceleration is equal (or opposite) to gravity, etc. You must have gravity set for the explosion system for Buoyancy to have an effect. This parameter also has a Var parameter (see Particle Variance and Seed Parameters) so that you can produce a more random effect on the particles. |
Sets the parameters for the flame structure of the explosion.
Global Parameters
Evolution Time |
The number of seconds needed to go from the Start to the End value. |
Structure Parameters
Vorticity |
Angular speed in degrees per second of the structure around its normal axis. In regard to the direction of the normal axis, if no point of the icon is tagged, the axis is generated randomly. If some points are tagged, they define some “special” directions; when the structure is created, the normal axis is generated so as to be perpendicular to both the radial axis and the closer “special” direction. The overall effect is that each special direction is surrounded by the structures rotating symmetrically with respect to it and with velocities tangential to itself. This parameter also has a Var parameter (see Particle Variance and Seed Parameters) so that you can produce a more random effect on the particles. |
Gravity Coeff. |
The coefficient value used to scale the intensity of gravity. |
Air Friction |
Amount of air friction between the air and the structures. A value of 0 is no air friction, and 1 is full friction (structures have the same speed as the Wind force). The air resistance is proportional to Air Friction and the difference between the structure’s speed and the wind. |
Fading Age % |
The starting time of fading in terms of the percentage of the structure’s life. When the structure percentage age reaches this value, the alpha channel of the structure and its related particles start reducing, taking it to 0 at the structure’s death time. Use this parameter to avoid the effect of particles suddenly vanishing from the scene. |
Rotation
Each of these parameters has a Var parameter associated with them: see Particle Variance and Seed Parameters for more information
Plane Coeff. |
When 0, the structure’s circular-velocity terms lie in the normal radial plane. When 1, the motion plane is the normal-binormal one. Any values between 0 and 1 result in intermediate motion planes. |
Radius |
The ending value of the 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. |
Start and End Speed |
The start and end value of the 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. |
Controls
Speed |
Absolute frame, structure age, or constant initial speed. |
Life |
Structure death time or structure life duration: Duration of life (in seconds) of the particles. |
Rate |
Controls the number of particles emitted per second. |
Buoyancy |
Absolute frame or structure age: The movement (acceleration) of particles in the direction opposite to gravity. This value is the buoyancy coefficient at any frame for the structures. When 0, there is no buoyancy; when 1, the acceleration is equal (or opposite) to gravity, etc. You must have gravity set for the particle system for Buoyancy to have an effect. |
Structure Spread
Angle |
Sets the angle jitter in degrees for the structure’s starting directions. |
Smoothness |
Sets the smoothness of the structure’s starting directions. This parameter has different effects, depending on the implicit object you chose for the explosion (Sphere or Cylinder). At 1, all the starting directions are generated randomly from the sphere; for the cylinder, it’s inside the cylinder basis. At 0, the structures are generated only along the sphere icon’s main directions or the cylinder basis points. At any value between 0 and 1, it represents the ratio of structures with a random starting direction (for the sphere) or random emission points (for the cylinder) with respect to the total number of structures generated at any frame. |
Light Parameters
These parameters are associated only with the Flame structure.
When you select the Flame phase, an explosion light is generated (under the Explosion Emitter node). You can constrain the light to the position of the explosion icon. The light emission is proportional to the particle density.
Since the light emulates flame illumination, it should stay in the same zone of flame particles; by default it is set at the emitter centre, but you can move it.
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The light for the Flame only takes into the consideration the color set for the particle type. |
Emission Factor |
Value multiplier in the HSV color space for the light. |
Emission Min. and Max. |
Sets the minimum and maximum values for the light emission. |
Sets the parameters for the smoke structure of the explosion. The parameters here are the same as for the Flame, except that there are no Light parameters.
Sets the parameters for the sparks structure of the explosion. The parameters here are the same as for the Flame, except that there are no Light parameters.
SOFTIMAGE|XSI v.6.01