Having already seen how we go about creating…and deleting a Standard Flow, we learned in this…video to look a little more deeply at just what is going on inside the Flow itself.…Probably the first thing worth noting is that the Flow consists of two…events, the first being the event named for the PF source it represents.…This event, as we have already noted, is global in nature.…Meaning that, any operators placed in…here, will affect every event in the Flow.…Overriding any other operators of the same…type, that may have been placed downstream.…
To give an example, you can clearly see here in Event 001 that…we have a Shape operator in place and set to generate 3D Cubes.…Now we don't see the Cubes in the viewport at this moment in…time, as we scrub, because the Display operator, which is the one controlling…the viewport representation of our particles is set to Show Ticks.…If I go ahead though and set that to Show Geometry, what we see…in the viewport now are the 3D Cubes being generated by the Shape operator.…
- Deconstructing a flow
- Making use of events
- Creating a standard flow
- Reusing effects
- Adjusting the Birth, Speed, Shape, and other operators
- Making tests that create events
- Creating rainfall
- Setting up a Splash system
Skill Level Beginner
1. Overview of the Particle Flow System
2. Adding and Building Flows
3. Putting Operators to Work
4. Tests That Create Events
5. Creating Rain, Drip, and Splash Systems
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