GET PRIMITIVE

Nebula

 

The Get->Primitive commands are available in all modules except Tools. They let you define primitive objects which are basic objects with a fixed geometric structure.

For detailed descriptions of polygon mesh objects, curves, and surfaces, as well as the modelling tasks you can perform with them, see the Modelling User's Guide.

The Get->Nebula command lets you create effects such as falling snow, moving dust, exploding text, particles moving from the floor, and composing a face or a text, etc. Each particle is a triangle and the resulting object is a polygon mesh. You can create several models with the same number of particles and then interpolate them with a shape interpolation creating effects like fireworks, swarms, snow, etc.

Procedure

  1. Create a reference model to define the boundaries of the nebula.
  2. Choose the Get->Nebula command. The Nebula dialogue box is displayed:
  3. Select the parameters as desired and click Ok.
  4. Click on the Source model.

A new polygon mesh model is created with the specified number of triangles.

Parameters

Particles

The number of particles you want to create.

Seed

Determines how the random number generator is initialized. If you create two Nebula effects with the same seed, the simulations are always the same (that is, they use the same random numbers to calculate the effect). With different seeds, the random number changes, producing slightly different effects. You can use any number from 1 to 100 as a random seed.

Size

Describes the size of each particle in SOFTIMAGE units.

Particle Positioning

Describes where you want to place the particles.

Jitter

The particles are randomly shifted (based on Seed) into a sphere of Radius.

Copy Model Rotations, Scaling, and Translations

The new polygon mesh inherits the selected transformation (rotation, scaling, or translation) of the selected model.

Compute Normals

Compute the normal values on the resulting polygon mesh.

Material

 


Last updated 02-apr-1998