Rolo Kipp wrote...
Ok, the effect works. But not quite right.
I'd like to:
1) align the particle so it always faces the VP. Which setting is that?
When you say VP, what do you mean? So it always faces the player? You'd be wanting to use a Render type which is some flavor of "Billboard". BUT, I think if you use anything other than Render type "Normal", it's not going to splat. I could be wrong about this but I just carried out some quick tests which
seem to indicate that.
2) get the blood to splatter.
At least the following combination works:
render Normal
bounce 1
bounce_co 0.0
Splat 1
How it works I think goes something like this: Render Normal is necessary for whatever reason to get the effect to work. Although it's non-intuitive, setting bounce to 1 turns on the collision checking- if it's set to 0 you can see them fall right through the WOK in the toolset, If splat is also set to 1, when it collides it'll splat. However, if bounce_co is set to anything greater than 0.0, the particles are going to bounce before the settle down and splat and their LifeExp is probably going to time out while they're still bouncing and they'll have just appeared to bounce and not splat. Make sure that bounce_co is 0.0 and they'll splat perfectly.
What does it splatter against? Collision with the PWK? Wherever its splattering, its not visible ;-P
I'm going to say WOK and that might sound unnecessarily niggly but there isn't guaranteed to be a PWK underneath the particle so nomatter what, it's really stopping at the WOK. Whether it'll stop at a PWK if the Z of the PWK is higher than the WOK's Z...I dunno. See the next answer for more.
But then, my PWK geometry is at 0cm and the top of the altar is at 25cm. How will moving the PWK (geometry, not pivot) up 25cm affect the walkmesh?
Interesting question because it brings up something I had made up my mind about but I know there is some difference of opinion on: Whether or not a PWK serves much of a purpose when shaped as a 3-dimensional object as opposed to a plane. First, I don't know (as I said above) whether the PWK will act as a collision mesh against an emitter. I would
love to know the answer to that, though- so if you find out, post your results! Some people, and probably in some circumstances especially, like to make their PWK as a cube instead of a plane. I can see why they might want to do this but haven't ever been in the situation where I'd need to do it, myself. I've always been under the impression that since the PWK is allegedly sliced into the WOK on the fly, and since the WOK is 2-dimensional, that the PWK is always flattened into a 2-dimensional object whose dimensions are projected downward onto the WOK...in some fashion.
This is just a guess though, so you might be able to make a box of a PWK and have emitter particles collide against it before hitting the Z level of the WOK. Again, I don't know the answer and do things in such a way that I wouldn't have come across the answer so...I'd like to know what you find.
Modifié par OldTimeRadio, 03 novembre 2011 - 09:19 .