View Click Placement Paint in an event or add
a Placement Paint operator to the particle system and then click
The Placement Paint
operator uses a
Particle Paint helper to acquire
particle seeds from which to generate particles. Placement Paint
sets particle positions, rotation, and mapping.
For more information
about painting particles, see
Using Placement Paint
Both Placement Paint
and Birth Paint allow placing particles as painted with the Particle
Paint helper. Birth Paint combines Birth operator functionality
with limited placement options. If you prefer to use birth options
not provided in Birth Paint, you can use a different Birth operator with
Placement Paint placed immediately after the Birth operator in the event.
Another case for using
Placement Paint would be a situation in which you would like to
paint particle positions to which particles should be sent by the
Find Target operator. In that case the event would look something like
- Birth (any)
- Placement Paint
- Script operator (to copy particle positions
to Script Vector)
- Position operator (any)
- Find Target (set to use Script Vector)
This the way particles
are directed to the positions defined by the painted particle seeds.
- Particle Paint Helper
- Total Particles
The total number of particles
in the Particle Paint helper. How the particles seeds correspond
to the particles in the current event depends on the Quantity Multiplier
of the PF Source object and the option Obey Quantity Multiplier.
- Total Strokes
The total number of strokes
in the Particle Paint helper.
- Data Update
Lets you choose how the operator
controls positions and rotation:
the positions and rotation for each particle once, when the particle enters
particle positions and rotation throughout the event.
Acquire Paint Data group
These controls tell the
Placement Paint operator which data to get from the Particle Paint
helper, how to interpret the data, and how to use it for particle
- Paint Position To
When on, Particle Flow uses
position data from the Particle Paint helper to control particle
position or speed. Choose either of the following:
particle seeds’ position data is translated into particle position.
If Data Update is set to Continuous, particle speed is controlled
to ensure that particles are locked to the particle seeds location.
This is similar to the Lock On Emitter option of the Position Icon
- Script VectorThe
particle seeds’ position data is translated into the particle script
vector channel (as used by the Script operators and Find Target
test). If Data Update is set to Continuous, the script vector channel
is updated continuously while the particles are in the event.
Most commonly, the Find
Target test uses the Script Vector data to direct particles at the
target defined by the script vector. However, Find Target controls
particles only until they reach the target. To overcome this and
keep particles on target, you can use the following option.
- Snap If Close
Available for the Script Vector
option only. If a particle is directed close to the target point
as defined by the Paint Position value (written to the Script Vector channel),
then the operator starts controlling the particle position directly,
as with the option Position. With this technique you can use the Find
Target test to direct particles to the Paint seeds’ location, and
then switch back to direct control of particle position (similar
to Lock On Emitter operation). Keep in mind that the operator continues
to write the data into the script vector channel even after the
- Snap Distance
Defines distance in 3ds Max units
when control shifts from directing particles toward a target to snapping
to the target, as defined in the Snap If Close description.
When turned on, Particle Flow
uses rotation data from the Particle Paint helper to control particle
rotation or spin.
- Blend-in RotationAvailable
when Data Update is set to Continuous, Paint Position To is set
to Script Vector, and Rotation is on. In this case, particles move
toward the position as defined by the Particle Paint helper. When
on, the operator modifies particle rotation to allow smooth blending from
the current particle rotation to the rotation by Particle Paint
while particles are approaching their target position.
- Near/Far DistanceAvailable
when Blend-in Rotation is On. The Far Distance value indicates the
distance from the target point to the current particle position
when the blend-in rotation process starts. The Near Distance value
indicates the distance when the blend-in process should be finished, meaning
a particle eventually assumes the rotation value as defined by the
Particle Paint helper.
When on, uses the mapping
data from the Particle Paint helper for particle mapping.
- Material ID
When on, defines a material
ID for each particle. The ID is defined by the Particle Paint operator
as sub-material index at the closest face of the painted object
to the particle seed.
When on, uses the Particle
Paint helper selection to set up the selection qualities of particles.
Any selection made at a PF Source sub-object level is overwritten
by the selection from the helper. Since selection in the helper
can be done at two different sub-object levels, you must choose
the selection level: Particles or Strokes.
Index Order group
These controls associate
particle quantity and timing in the event with particle seeds in
the Particle Paint helper.
Indicates the method
the operator uses to select particle seeds from the Particle Paint
helper for conversion to particles. The choices are:
particle seeds for conversion to particles at random, without regard
to stroke timing. If the number of particles exceeds the number
of particle seeds and Stop If Count Overflow is off, all particle seeds
are used each time Placement Paint cycles through the seeds.
- Paint TimingUses
the timing of particles and strokes in the Particle Paint helper
to define the order of emission.
- Stop If Count Overflow
Causes Placement Paint to
stop creating particles when the number of particles in the event
reaches the number of particle seeds in the Particle Paint helper.
When this option is turned off, Placement Paint cycles through the
particle seeds as many times as necessary to create the required
quantity of particles.
- Obey Quantity Multiplier
Uses the Quantity Multiplier
parameter from the PF Source object to adjust the correspondence
between particles in the event and particle seeds in the helper.
For example, if Quantity Multiplier is set to 50%, then only half
the particle seeds in the Particle Paint helper are used. If Quantity
Multiplier is greater than 100%, then some or all particle seeds
will be used to generate more than one particle.
- Separate Streams Indexing
Causes particles from different
events to be treated as separate streams with regard to particle
seed correspondence. When on, particles retain their correspondence to
their original seeds. When off, particles coming into the event
can be associated with any seed from the entire pool of seeds.
These parameters initialize
randomness for particle sequence when Random is selected as the
Type in the Index Order group.
Specifies a randomization
Generates a new randomization value.