Creating the nParticle sparks
Creating the nParticle sparks is the final stage to the two-part particle effect.
The nParticle sparks are emitted from the nParticle_sparks_emitter object at various
locations along the chute using
. An external gravity field is added to give the sparks an arcing motion as they fly
up and fall to the foundry floor.
You also add two more
so that the sparks do not collide with the slag or the nParticle _sparks_emitter
objects.
To emit the nParticle sparks
- In the
, select the
nParticle_sparks_emitter object and select
.
- Select
>
.
- In the
window, select
and do the following:
- For the Emitter name, type
emitter_sparks.
- If the
list appears, ensure that it is set to
nucleus1.
- In the
section, set the following:
- : 100
- :
When
is set to
, the emission sequence is restarted after the number of frames specified by
. For this effect,
is left at 1, so the emitted sparks cycle restarts each frame.
- In the
section, set the following:
- Click
.
- In the
, rename the new nParticle object to
nParticle_sparks.
- Rewind and play the simulation.
Notice again that the new nParticle system collides with the slag, breaking the mesh
apart. To solve this, you add two more
constraints.
- In the nParticle_slag object's tab in the
, turn off
.
You can now select the nParticle object for the nConstraint.
- In the
, Ctrl-select the
geo_slag and
nParticle_sparks objects, then select
.
Name this constraint
dynConstraint_slag_sparks.
- Add another
constraint between the nParticle_sparks_emitter and nParticle_sparks objects. Name
this constraint
dynConstraint_sparksEmitter_sparks.
- Rewind and play the simulation.
The particle systems no longer collide, but the nParticle_sparks need adjustments
to make them look and behave like red-hot sparks.