ai-auto-train-unreal-engine5.5-metahumans-vllms-reasoning-video-game-builder-app
/
particle_instance.rst.txt
| .. _bpy.types.ParticleInstanceModifier: | |
| ************************** | |
| Particle Instance Modifier | |
| ************************** | |
| When a *Particle Instance* modifier is added to an object, | |
| the mesh of this object will be duplicated | |
| at the location of the particles of the selected *Particle System* from another target object. | |
| This means that to use this modifier, you must have at least one other object | |
| that has a :doc:`Particles System </physics/particles/index>` on it. | |
| Because of the correlation in which the *Particle Instance* modifier is | |
| influenced by the underlying particle systems on other objects, some of the apparent effects | |
| generated by the modifier can look and act vastly different, | |
| depending on the underlying settings of the particle systems it is associated with. | |
| This is worth taking account of, when it seems that the *Particle Instance* modifier settings | |
| do not return the expected results. | |
| Options | |
| ======= | |
| .. figure:: /images/modeling_modifiers_simulate_particle-instance_panel.png | |
| :align: right | |
| The Particle Instance modifier. | |
| Object | |
| The target object which has a particle system associated with it. | |
| Particle System | |
| Which particle system from the target *Object* to apply this modifier to. | |
| Create From | |
| ----------- | |
| Normal | |
| When enabled, the modifier will use the regular (parents) particles | |
| to duplicate the mesh of the modified object. | |
| Children | |
| When enabled, the modifier will use the :doc:`children </physics/particles/emitter/children>` particles | |
| to duplicate the mesh of the modified object. | |
| Size | |
| Scale the instanced copies of the mesh by the particle size attribute. | |
| When this is disabled, all the copies appear the same size as the origin. | |
| See the particle system's :doc:`Render </physics/particles/emitter/render>` | |
| and :doc:`Children </physics/particles/emitter/children>` panels for particle's size options. | |
| Show Particles When | |
| ------------------- | |
| Unborn | |
| When enabled, the modifier will use the unborn particles | |
| to duplicate the mesh of the modified object. | |
| Alive | |
| When enabled, the modifier will use the alive particles | |
| to duplicate the mesh of the modified object. | |
| Dead | |
| When enabled, the modifier will use the dead particles | |
| to duplicate the mesh of the modified object. | |
| Further Options | |
| --------------- | |
| Space | |
| World, Local | |
| Use :term:`World Space`, or :term:`Local Space` of the target object (that the particle system is assigned to). | |
| - World space means that the locations of the copies of the modified mesh will depend | |
| on the location of the modified object **and** of the target object. | |
| - Local space means that the locations of the copies of the modified mesh will depend | |
| only on the location of the modified object. | |
| Amount | |
| The proportion of particles to be used. | |
| Allows you to **randomly** skip particles to adjust the amount of instances. | |
| .. warning:: | |
| The random algorithm used currently only ensures that relative amount to be respected *statistically*. | |
| The actual amount of instances generated will differ from the theoretical one, | |
| depending on the *Seed* value of the target particle system (and the *Offset* value described below, too). | |
| That deviation is not significant with high number of particles, | |
| but it will be highly noticeable with low numbers | |
| (e.g. with 100 particles in the target system, and an *Amount* value of ``0.1``, | |
| it can generate either up to 15 or 5 instances, instead of the 10 expected). | |
| Offset | |
| A relative offset in the range of particles used for instantiation. | |
| Allows you to avoid overlapping of the used particles, | |
| when the same particle system is used in multiple modifier instances. | |
| .. tip:: | |
| If you want to fully avoid overlaps, your *Offset* value must be at least as high as your *Amount* value. | |
| Rotation Axis X/Y/Z | |
| Specify which axis of the modified object to use as pole axis to apply | |
| the rotation from the instantiated particles. | |
| Using Paths | |
| ----------- | |
| By default, the instances are placed depending on the particles position in the current frame. | |
| By enabling this option, you can select the position along the particles path regardless of the current frame. | |
| You can adjust the particles' path (using the *Path* visualization type) | |
| on the :doc:`Render </physics/particles/emitter/render>` panel of the *Particle System* tab. | |
| .. note:: | |
| The particle system must be :doc:`baked </physics/baking>`, except for *Hair* type or *Keyed* physics. | |
| Create Along Paths | |
| This option tries to make the instance of the modified object to follow, | |
| to deform its shape along the particle path (or the hair strand). | |
| Keep Shape | |
| Enabling this prevents the instance from being deformed, | |
| and places it on the path according to the *Position* value. | |
| Position | |
| Specify what percentage of the path the instance fills, | |
| or the position on the path if the *Keep Shape* option is enabled. | |
| Random | |
| Adds some randomness to the *Position* value of each instance. | |
| Rotation | |
| Specifies the rotation around the path. | |
| Random | |
| Adds some randomness to the *Rotation* value of each instance. | |
| Custom Data Layers | |
| ------------------ | |
| These fields allow you to select vertex color layers, | |
| which will be filled with colors based on the particles information. | |
| These vertex color layers can be used, for example, in a shader to add variance to a material. | |
| Index Layer | |
| A vertex color layer for values based on the particles index. | |
| Value Layer | |
| A vertex color layer for random per-particle values. | |
| Examples | |
| ======== | |
| .. figure:: /images/modeling_modifiers_simulate_particle-instance_split-plane.jpg | |
| :width: 600px | |
| :align: center | |
| Particle Instance modifier example. | |
| The render above shows a single plane mesh object assigned to two different vertex groups | |
| and each of those vertex groups is assigned to a separate and independent particle system, | |
| with each particle system being assigned to a different *Particle Instance* modifier. | |
| In the case shown the *Particle Instance* modifiers are added to a sphere and a cube. | |
| See `example blend-file | |
| <https://en.blender.org/uploads/4/48/Manual_-_Modifiers_-_Particle_Instance_Modifiers_-_Split_Plane.blend>`__. | |
| .. figure:: /images/modeling_modifiers_simulate_particle-instance_create-along-paths.jpg | |
| :width: 600px | |
| :align: center | |
| Create Along Path example. | |
| In this example, a single *Keyed* particle travels through four points (green planes), | |
| on an elliptical path. The *Particle Instance* modifier is added to a cylinder object | |
| and then associated with that *Keyed* particle system. | |
| When the *Create Along Paths* is activated, | |
| instead of the cylinder location just following the position of the particle, | |
| the cylinder mesh is fitted to the shape of the path followed by the particle. | |
| The mesh geometry of the object which is deformed | |
| can have an impact on how well the deformation is carried out. | |
| In the case of the cylinder, it has many loop cuts along its length so | |
| that it can bend at those points to deform along the particle path. | |
| The *Particle Instance* modifier *Create Along Paths* feature works for hair (strand) | |
| particles as well as with keyed particles. In this case, the mesh of the *Particle Instance* modifier | |
| will follow the length and profile of the hair strands paths. | |
| .. note:: | |
| Strands, when they are generated, instantly die when created, so for the *Create Along Paths* checkbox | |
| to be of any use, you must also have the *Dead* checkbox enabled. | |