This compound emits new particle trails from the point at which another object intersects with the particle emitter, which is useful for creating effects like skid marks, mud tracks, or paint strokes.
Plug this compound's Emit output into the ICETree node. This compound should be plugged in to the first port of the ICETree node because you usually need to emit particles before any other node or compound can be evaluated.
For more information, see Emitting Particle Trails at Object Intersections [ICE Particle Simulations].
Emitter1 |
Plug in the geometry from which you want to emit particles. This must be a geometry with a surface. You can plug multiple geometries into this port. |
Trail Geom1 |
Plug in the geometry with which you want to particle emitter to intersect. This must be a geometry with a surface. For best results, this object should be animated. You can plug multiple geometries into this emitter. |
Rate |
The number of particles that are created per second. Note that in some cases where particles are deleted immediately using one of the Filter compounds (such as Filter by Weight Map) in the Emission Control group, the actual number of particles that are displayed on screen may be less that this Rate value defines. That is because some of the Filter compounds delete certain particles immediately after they are born. See ICE Particle Rate (Amount) [ICE Particle Simulations] for more information. |
Falloff Distance |
The falloff of the particle emission within the intersection area. |
These parameters are the same as the Initial Value parameters in the Emit from Geometry compound.
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