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rayfire中文幫助-資料下載頁

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【正文】 them but reactor will NOT create animation for them. When this checkbox is ON all other Impact objects will be treated as Inactive objects, this means that after an object is struck it will collide with them and reactor will create animation.PARTICLE TAB Particle DebrisIn this rollout you can define the properties for Particle Debris.Debris Reference listGeometry objects which RayFire will use as particle debris references.Particle Deflectors listDeflectors for particles. Particle DebrisIf you checked ON in the Particles in Debris group, RayFire will create a PArray and an emitter plane at each impact point and animate PArray`s rate property. RayFire will also create a Gravity force and bind this force to the PArray. The gravity force will be called RF_Gravity_Debris. Later you can change its properties to get different dynamics for particles. RayFire will not create this force again at the next simulation if it already exists in scene. It will bind the already existing force to the new PArray`s. In case you did not define Debris references, debris will appear as a sphere with the impact object material.Rate : Total amount of particles for each PArray.Divergence : Particle divergence angle.Size : Debris size.Speed : Particle speed.Life : Particle life.Gravity : Gravity for particles.Display as mesh : Displays debris particles as a mesh. PARTICLE TAB SparksIn this rollout you can define the properties for Particle Sparks. Particle Deflectors listDeflectors for spark particles. SparksRate : Total amount of particles for each PArray.Life : Particles life.Speed : Particles speed.Divergence : Particles divergence angle.Size : Sparks size.Length : Sparks length.Gravity : Gravity for particles.Second spinners will add variation.PARTICLE TAB SmokeIn this rollout you can define the properties for Smoke.If you checked ON Smoke in Effects group, RayFire will create a PArray and an emitter plane at each impact spot and animate PArray`s rate property to simulate smoke. Later you can use these particles with the AfterBurn plugin. Also RayFire creates wind and drag forces and binds these forces to the PArray. Wind force will be called RF_Wind_Smoke and drag force will be called RF_Drag_Smoke. Later you can change their properties to get different dynamics for the particles. Also RayFire will not create these forces again at next simulation if they already existing in scene. It will bind the already existing forces to new PArray`s. In this group you can define impact rate, life, divergence and speed for particles.Rate : Total amount of particles for each PArray.Life : Particle life.Speed : Particle speed.Divergence : Particle divergence angle.Second spinners will add variation.PARTICLE TAB BloodIn this rollout you can define the properties for Blood.If you select Blood in the Effects group, RayFire will create PArray with red bloody material and emitter plane at each impact spot as welll as animate PArray`s rate property to simulate blood. For now it uses MetaParticles. RayFire also creates a Gravity force and binds this force to PArray. The gravity force will be called RF_Gravity_Blood. Later you can change its properties to get different dynamics for particles. RayFire will not create this force again at the next simulation if they already exist in scene. It will bind the already existing force to new PArray`s. Particle deflectors listDeflectors for blood particles.BloodRate : Total amount of particles for each PArray.Size : MetaParticle size.Speed : Particles speed.Divergence : Particles divergence angle.Second spinners will add variation. Life : Particles life.Gravity : Gravity for particles.EFFECTS TAB Light (燈光效果組)在這個卷展欄你能修改燈光效果的屬性.If you checked ON Impact Flash or Muzzle flash in the Light group, RayFire will create an Omni Light at each point of impact or gun muzzle and will animate the multiplier property to simulate a flash. Color :泛光燈的顏色。Multiplier :泛光燈的強度,第一個定義燈光的強度,第二個為燈光強度添加一個變化量。Attenuation :Omni light far attenuation. First spinner defines start, second defines end.Distance :定義了與碰撞物體的距離。注意:如果你在Effects Link Mode組中選擇了Attachment Constraint模式,這里的Distance參數(shù)將不起作用。EFFECTS TAB Custom EffectIn this rollout you can define the properties for Custom Effects.In this rollout you can define custom objects and their options. This feature gives you the ability to create any object at the impact spot. Using this feature you can create your own particle system, adjust the properties, and assign a material. You can then animate any of the properties at 0 frame.For example: Animating the Rate properties. Push the Auto Key button, go to frame 0 and set the Rate: 0 then go to frame 3 and set the Rate: 50, then go to frame 5 and set the Rate: 0 again. Next add this particle system to the Custom object list, check the Synchronize checkbox to ON, and create the simulation. RayFire will create the same particle system at every Impact spot and shift the Rate animation at the Impact frame for each particle system.Using this technique you can create any animated type of object (Geometry, Lights, Cameras, Particle Systems etc.) and RayFire will create them and shift their animation. You can also animate their position, rotation and scale. Z Axis rotation variation : Add variation in Z axis rotation.Random Seed : If you use particle systems as Custom objects, RayFire will create a different seed in each particle system, check this checkbox on.Synchronize : Synchronize animation in created Custom objects with Impact frame.EFFECTS TAB PresetsIn this rollout you can setup presets for your effects.This is where you can save and load all spinners, checkboxes and radiobuttons. There are two default presets:Default and Close\Open. Default preset is settings predefined by me.Close\Open preset is settings which RayFir
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