This exercise introduced you to it, but you can go
further by rotating the wind at certain keyframes.What would that do, you ask? How about
twisting smoke for things like jet exhaust or tornados? Cool stuff. There??™s a video from
3D Garage.com for this chapter, showing you more about the different particle settings.
Be sure to check it out. For now, let??™s move on to learn about collisions.
Introducing Particle Collisions
This next section will show you how to apply collision behavior
to your particles. The goal is to make particle systems behave realistically
when they encounter obstacles in their paths. Think of
smoke hitting a ceiling before it dissipates, or water splashing as it
hits the bottom of a sink. The next exercise takes the basic emitter
example discussed in the previous exercises and expands it by
changing its particle flow with collisions.
Exercise 13.4 Interactive Particles
1. Use the scene you created in Exercise 13.3 or load the
ParticleSmoke scene from the Chapter 13 folder on this
book??™s DVD. Resave the scene as ParticleCollision.
2. Choose Collision from the Items tab??™s Dynamic Obj dropdown
(Figure 13.
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