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Note that the 'Shader' field is disabled if there is a texture tag in the 'Texture Tag' field. Or, you can copy a channel from a material and paste it into this field. Instead of using an existing texture tag, you can set up any shader in exactly the same way as if you were using the material editor. The emitter can still sample that channel even though it is not being used in the material. For example, you could set up a shader to govern object placing in the displacement channel but leave that turned off in the material editor. One thing you can do is use a channel which is not being used in the material. By default this is the Color channel, but you can choose from several others. If you have dragged a texture tag into the 'Texture Tag' field, you can choose the channel to use from the material.
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This is the material channel which governs the generation of the objects to be scattered. Once you add the tag to this field, you can select the channel to sample in the 'Channel' drop-down menu, but you can no longer use the 'Shader' field - that is, you can't use a texture tag and a shader simultaneously. Using a tag is convenient if you have already set up a material and don't want to have to duplicate it in another shader. Any of the texture tags assigned to the surface object may be used.Īny projection mapping can be used in the tag except Frontal or Camera mapping.
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You can drag a texture tag into this field and the emitter within the Surface Scatter object will use the material referenced by that tag. The settings here are a subset of those available in the emitter if you control emission by texture, For convenience the descriptions are reproduced here: Texture Tag If you select this option, these parameters become available: With this option the area to be covered is controlled by a texture or shader.
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This can result in a more even distribution of objects. This is the same as for polygons, but account is taken of the relative sizes of the polygons, so larger polygons receive more scattered objects. The polygons are not weighted by size - that is, all polygons have an equal chance of receiving scattered objects. Objects are scattered over the polygons of the 'Scatter On' objects. This is the primary method to determine how the objects are scattered over the surface. If you don't, the objects will be offset from the surface by the distance a particle would travel in one frame! Scatter By When using a group, remember to set the speed in the group to zero. Simply hit the 'A' key on the keyboard to do this, or switch to a different tab in the Surface Scatter object's interface. Note that if you subsequently change a setting in the group, such as colour or scale, you may need to force the Surface Scatter object to redraw the scene to show the changes. You can drag a particle group into this field and the Surface Scatter object will use the parameters such as colour and scale from this group. Any non-zero value will result in that number of objects being generated on rendering to the picture viewer. By default it is set to zero, which will generate the same number of objects as in 'Scatter Amount'. This is the number of objects that will be generated when rendering to the picture viewer (NOT when rendering to the viewport). If you click the little arrow next to the label, you see this setting: The number of objects to scatter on the surface. Note that depending on the object some non-polygon selections may result in an empty polygon selection on conversion.
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The selection can be polygons, points, edges, or a vertex map internally, it will be converted into a polygon selection before use. You can drag a selection tag from the surface object into this link field, and the objects will only be scattered onto the selected area. This field is only visible if an object is present and selected in the 'Scatter On' list: If you uncheck the checkbox next to the object name, nothing will be scattered onto that object until it is checked again. This can be be any polygon object or a parametric object which, if made editable, would be a polygon object. The surfaces to be scattered with other objects. The objects to scatter must be made child objects of the Surface Scatter object like so:įor the buttons at the bottom of the interface, please see the ' Common interface elements' page.
#X particles 4 generator#
Everything it does you can already do with the emitter and generator but Surface Scatter provides a quick and easy way to set up scattering without having to set numerous options in the emitter and generator. The Surface Scatter object encapsulates an X-Particles emitter and a Generator object to generate and scatter objects. The Surface Scatter object enables you to scatter objects over another object using features such as texture, shaders, illumination, and topology to determine where the objects are placed.
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