【Realflow】Emitter - Emitter 节点翻译

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这两天整理以前收集的文章发现之前写的这个水瓶内的水上升动画如何制作的文章。就是记录点心得没太多内容所以就不搬过来了。

Emitter - Emitter
A grid fluid emitter always needs an object applied to be able to generate particles. The following settings are used to establish this connection and define the emitter’s mode of creating particles.

A grid fluid emitter需要能够生成粒子对象的object。以下设置用于建立此连接和定义创建粒子发射器的模式。






Object
This setting defines the object used for creating the particles. You can attach a new object at any time, but it is not possible to bind more than one object to an emitter. If you want to use more objects you have to add the appropriate number of emitters. 
此设置定义用于创建粒子的对象。你可以在任何时候附加一个新的对象,但它是不可能将多个对象绑定到发射器。如果你想要使用更多的对象,必须添加适当数量的排放。
We recommend removing the attached object from the "Relationship Editor", because the emitter object is not meant to interact with other nodes. In case you forgot to disconnect the emitter object, RealFlow will not consider it for the simulation anyway, but you will receive a warning in the “Messages” window. The attached object can have any shape and it is also possible to use imported objects.
我们建议从"关系编辑器"中删除连接的对象,因为发射物体不是与其他节点进行交互。万一你忘了要断开连接发射器对象,RealFlow 不会考虑它以任何方式模拟,但是在"消息"窗口中您将收到一条警告。附加的对象可以是任何形状并且它也可以使用导入的对象。


Stream
By default, particles are created inside the volume of the attached object and then released. With this parameter it is possible to switch on a continuous particle stream, similar to RealFlow’s standard emitters. To make the emitter create particles with “Stream” turned on, “Initial speed” can even be 0.0. In such a case, the particles’ velocity is a result of the scene’s daemon forces.
默认情况下,粒子在被链接的物体内部创建,然后释放。用这个参数就可以切换上连续的粒子流,类似于 RealFlow 的标准发射器。若要使用"流"打开创建粒子发射器,"初始速度"甚至可以 0.0。在这种情况下,粒子的速度是场景守护进程的结果。



Initial velocity
With “None”, the fluid's initial velocity is 0. With "Constant" the "@ speed" parameter is unlocked so you can type the initial speed of the fluid. The direction will be represented by the emitter's arrow in the viewport. With “Inherit” it uses the velocity of the attached emitter object 
参数为"None"时,流体的初始速度为 0。参数为"Constant""@ speed"时是解锁状态,所以您可以键盘输入流体的初始速度。方向将由视区中的发射器的箭头表示。参数为"继承"时,它采用了附加发射物体的速度
– this is interesting for animated emitter objects. With both "Constant" and "Inherit" the parameters to randomize the initial velocity will become accessible.
 — — 这是有趣的动画的发射器对象。参数为"Constant""@ speed"时随机化的初始速度的参数将可访问。


@ speed
Here you can adjust the particles' velocity at emission time in metres per second [m/s]. This parameter is only accessible when “Initial velocity” is set to “Constant”.
在这里您可以调整粒子的速度在米每秒 [m/s] 的发射时间。"Initial velocity"设置为"Constant"时,此参数才是可访问的。


@ angle variation
This parameter is used to create more randomness and is measured in degrees [deg]. This parameter is only available with “Initial velocity” set to “Constant” or “Inherit”.
此参数用来创建更多的随机性和测量,以度 [度]。此参数才是可用的"初始速度"设置为"常量"或"继承"。


If you are interested in the technical background please continue reading: When the particles leave the emitter they have an initial velocity vector. When you define an angle variation, an angle is created around this vector, so it forms a so-called solid angle which looks like a cone. The final, randomized velocity vector will be inside this conical volume.
如果你感兴趣的技术背景,请继续阅读: 粒子离开发射器时他们有一个初始速度向量。当您定义角的变化时,角围绕创建这一矢量,这样就形成所谓的立体角,看上去就像一个圆锥。最后,随机速度矢量将这个圆锥形的卷内。


@ speed variation
The particles' initial speed can also be modified to avoid a uniform look and add more randomness. The variation is given in metres per second [m/s] and will be combined with the value from “@ speed” or the attached object's inherited velocity. This parameter is only available with “Initial velocity” set to “Constant” or “Inherit”.
也可以修改粒子的初始速度,以避免统一的外观和添加更多的随机性。变化给出了以米每秒 [m/s],将结合"@ 速度"中的值或连接的对象的继承速度。此参数才是可用的"初始速度"设置为"常量"或"继承"。


Surface particle sampling
The Hybrido fluid's surface plays a very important role with Hybrido simulations, because it is responsible for the creation of the secondary effects as well as the quality of the mesh. The particles inside the cells also contribute to these features. With this parameter it is possible to adjust the number of surface particles within the given "Surface bandwidth" – independent from the main body of fluid.The total number of particles per cell is calculated with the following formula:
Hybrido 流体表面的作用非常重要与 Hybrido 模拟,因为它是负责创作的次级效应,以及网格的质量。在单元格内的粒子也有助于这些功能。用这个参数就可以调整给定的"表面带宽 — —"内表面粒子数目独立于主体的流体。下面的公式计算的每个细胞颗粒总数:


Number of particles per cell = Surface particle sampling 3


Surface bandwidth
Within the adjusted bandwidth (given in metres), the “Surface particle sampling” value will be applied to the particles. Below this distance, the “Core particle sampling” parameter is used. "Surface bandwidth" can be seen as the surface's "thickness".
调整后的带宽 (以米为单位给出) 内,"表面粒子采样"值将应用于粒子。下面这个距离上,使用"核心粒子采样"参数。"表面带宽"可以看作是表面的"厚度"。


Core particle sampling
Analogue to “Surface particle sampling” the main fluid body can be adjusted as well. With this parameter you determine the number of particles of a cell outside the “Surface bandwidth”. These particles are considered "core" particles. The formula is exactly the same as above:
模拟"表面粒子采样"流体主体可以相应的调整。使用此参数您确定粒子外"表面带宽"的单元格数目。这些粒子被认为"核心"粒子。该公式正是上述相同:


Number of particles per cell = Core particle sampling 3


Jittering
RealFlow spreads the particles of the emitter equally over the entire grid, respectively over the attached object’s volume. This results in a regular pattern and in some cases to slightly uniform simulations. To avoid this, it is possible to apply a random value to displace the particles from their original positions. The value determines the maximum distance from the original position without colliding with a neighbour particle. You can choose from values between 0 and 1 and, of course, “Jittering” leads to completely different simulations.
RealFlow 遍布的粒子发射器同样在整个网格,分别连接的物体的体积。这会导致在固定的模式和在某些情况下,略均匀模拟。要避免这种情况,就可能要应用一个随机值来取代粒子从其原始位置。值确定的最大距离从原来的位置没有碰撞与邻居的粒子。你可以选择从 0 到 1 之间的值,当然,"抖动"导致完全不同的模拟。


@ seed
This value is connected to “Jittering” and produces a random number for initializing the particles’ displacement.
此值连接到"抖动",并且产生一个随机数用于初始化粒子的位移。
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