Table of Contents
- Introduction to LW Particles and Hypervoxels Introduction to this series
- What we will and won't cover
- What you should expect to get from this series
- Background Sessions
- Nature of future classes
- My LW setup
Background Session 1
- Nature of particle systems
- Simple particle equations (see Particle Path.jpg)
- Particles in CG versus Scientific Viz
- Whats the deal with Fluids (Part 1)
Particles in LW
- Pros and Cons of LW's current system
- Alternatives
Exmples, why use Particles
Types of Particles in LW
- Partigons
- Pros and Cons
- Shading, Lighting and Rendering
- Saving out to .lwo files
- Expensive
- Can't add directly to a Null via Properties
Particles
- Pros and Cons
- Cheaper and easier to work with
- Its the type most commonly used
- Can't Texture them with Surface Editor
- Can't save them back out to .lwo files directly
Ways to setup PFX (Particle Effects) in LW
- Add directly
- FXBrowser
- Objects
- Nulls
- Scripting & SDK
- We'll work almost exclusively with Null or Object based emitters
Quick over view of Particle panels
Setting up a remedial system
- Diagram reprise and how it relates to LW particles
- Start Frame
- Fixed
- Life Time
- The magic of 0
- Birth Rate (simple introduction more later)
- Particle Limit
- Gravity (simple introduction more later)
- Velocity (simple introduction more later)
- Calculating and FX_Start
Visualizing particles
- Default
- Hypervoxels
- Size
Particle Generation Part 1
- Nozzle
- Primitives
- Objects
- Parent/Child combinations (simple introduction more later)
- Q&A
-
Fireworks 01
-
Fireworks 02
- Background session 2: Particle systems from a code standpoint
- Basic particle system breakdown
- Particle data structures
- Particle manager
- Rendering
- Changing Object colors for multiple emitters
- Groups
- Creation of groups and what they are
- Demo of Groups using our Homework 1 scene.
- GENERATION TAB
- Birth Rate Control
- Envelopes
- Texture
- Procedural
- Gradients
- Image Based
- Generate by
- Speed
- Collision 'Event' Event is the keyword here!
- Wind
- Motion->Threshold1(m/s) <Minimum value needed to generate with
wind!>
- Motion->Threshold2(m/s) <No effect with wind>
- Wind Speed same as Wind but Wind->Power effects Birth Rate
- Nozzle
- Question from Object-Line demo. How do I make a predetermined set of
'arms'?
- Parent-Emitter
- Parent-Emitter(End)
- Parent-Collision (Broken - so will demo how it will work when its finally
fixed)
- Size Effect and Object stretching
- Key Effect
- Key
- Parent-Key
- Key-Env
- Parent-Key-Env
- PARTICLE TAB
- Overview
- +-'s
- Particle Weight
- Particle Size (This has no effect on particle calcs other then for collision
events!)
- Particle Resistence
- Homework - Update your ParticleBase_1.lws to have individual colors and add
- What are collisions
- What is collision detection
- MOTION TAB
- Velocities
- Explosion
- Vibration
- Thresholds
- Wind (Only Threshold 1 is used and is the minimum velocity before
particles are born).
- Vibration (Threshold 1 = minimum threshold, Threshold 2 = 100%,
everything in between is a congruent gradient)
- ECT TAB
- Gravity
- Center Position
- Position Blur (Best used used 'Fixed Random' is unchecked!)
- Parent Motion
- Max Speed
- Loop Frame
- Record Step Frame
-Mid Point Questions
- PARTICLES FOLLOWING A PATH
- Layout keyframed paths
- Following a modeled path
- ROTATION TAB
- Rotations
- Rotations in relation to HV's
- TARGET
- INTERACTION TAB
- Force
- Viscosity
- Self Interactions
- Multiple emitter interactions
- Wrap
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