You can use the modifier to apply wind effects to Spline primitives. The wind is controlled with a noise locator which generates a 3D noise
vector field. The noise field amplitude is generated by the locator and can be controlled using .
The noise is made up of two frequency components: low ( and ) and high ( and). The main direction of the vector field is controlled with theparameter. The and attributes set wind vectors that run perpendicular to . When specifying a region with a locator, the full transform of the locator will be taken into account (to get elliptical
shapes, for example).
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Controls the strength of the modifier effect. You can use to load a map that specifies how areas of the mesh surface are affected by the modifier.
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The higher the stiffness the less splines bend in the wind.
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Main vector direction of the wind.
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Constant strength of the wind in its main vector direction.
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Maximum strength of the wind component in its main direction (controlled with the Noise locator).
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Maximum strength of the wind component in its secondary direction (perpendicular to the main one).
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Shear frequency (wind component in the transversal direction).
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Sets the low frequency noise.
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Sets the low frequency noise bias.
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Sets the high frequency noise.
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Sets the high frequency noise bias.
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Sets a value for the high frequency () . The low frequency () is scaled to be lower than this value.
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When on, the primitive resemble rigid bodies in the wind force.
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When on, primitives are treated as clumps in the wind force.
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Loops the effect between the specified and .
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Start frame for loopable noise.
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End frame for loopable noise.
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Sets the noise field units the wind travels in the loop.
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