Sprite Start Option
Selects the technique used to assign the initial sprite to each particle. Select one of the following:
The particle uses its spriteNumPP value to select the image. You must set the spriteNumPP values by editing the particle creation expression. See Customizing sprites with the Sprite Wizard.
Sprite Cycle Pattern
Specifies how the images are cycled for each particle. Select one of the following:
The particle uses its spriteNumPP value to select the image. You must set the spriteNumPP values by editing the particle runtime expression. See Customizing sprites with the Sprite Wizard.
The predefined vector array attributes are listed below:
Attribute | To add this attribute: |
---|---|
rgbPP (color) |
See Set particle color. |
rampPosition, rampVelocity, or rampAcceleration |
No action necessary. A particle object has these attributes by default. |
goalOffset |
See Create goals and Add dynamic attributes. |
Attribute | To add this attribute: |
---|---|
opacityPP (opacity) |
See Set particle opacity. |
radiusPP (radius of Blobby Surfaces, Clouds, or Spheres) |
|
emitterNameRatePP (emission rate of a point emitter) |
|
goalPP (goal weight) |
|
goalU and goalV (NURBS U and V position for goals) |
|
mass |
No action necessary. A particle object has this attribute by default. |
spriteNumPP, spriteScaleXPP, spriteScaleYPP, and spriteTwistPP (filename extension, X-axis image scale, Y-axis image scale, and image rotation angle of Sprites) |
|
traceDepthPP (collision detection sensitivity) |
The particle object’s ageNormalized attribute. This attribute contains the particle’s age, normalized to values between 0 and 1 from birth to death. This is the default setting for Input V.
Creates a custom attribute that controls the ramp component. The attribute is named attributeUPP or attributeVPP, where attribute is the name of the attribute that appears in the menu. You can set this attribute with an expression, ramp, or the Component Editor.
Note that you can also select attributeUPP or attributeVPP from the Attribute Editor. Simply right-click the attribute box of the per particle attribute that’s connected to a ramp, slide the pointer to the arrow to the right, and select attributeUorVPP > arrayMapper2.outValuePP.
Sets a limit on the number of particles the emitted particle object accepts from an emitter.
For example, if you set Max Count to 20, the particle object accepts new particles until it has 20 particles, then the emission turns off. If particles die and reduce the count below 20, more particles emit until the count reaches 20.