While setting up the initial collision and splash elements were a very necessary…first step for this part of our process, we are ready in this video…to move on to creating the illusion that some of the rainwater particles falling…are traveling across the surface of our…sculpt geometry in little runs or rivulets.…To get started, we first of all need a method of creating new…rivulet or run particles from at least some of the particles that are being…sent into this event once a collision…has been registered on our scope's U deflector.…
This we have in the form of a split amount test.…So, let's drag one of those from the depot and drop…it into our event, placing it just below the false operator.…This test, if I just select it, gives us the ability by means of a number…of criteria to split off a certain amount…of particles existing inside an event, and pipe…them into a different one.…Inside of which of course we can then apply new look and behavior controls.…In this instance, we're going to make use of the every nth particle option.…
- 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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