5. Press t to activate the Move tool and move the plane up about 1 m along the
Y-axis; then create a keyframe at frame 0 to lock it in place.
Mode is set to Bounce, telling the collision plane to, well, bounce particles that
strike it. Alternate settings cause particles to stick to the surface, sink into it,
Inside LightWave v9 552
Chapter 13 Particles in Motion 553
and so on. You??™ll see that the Bounce/Bind Power option is set to 100% in the
Properties panel. This essentially determines the strength of the collision. For
now, this value is fine.
6. Save your scene with your changes.
7. Drag your timeline slider or click the play button in the bottom-right corner of
the interface to see the particles flow. You??™ll see them stream up and flow along
with the pull of the wind you set up in Exercise 13.3, but now they??™ll stop and
spread out when they hit the collision plane.
8. Click the Inside button in the FX_Collision panel. This tells the particles colliding
to be affected in the interior of the collision object, and not just at its surface.
Since this object this is a flat plane, and it has no interior, this has the effect of
stopping the particles from passing through the collision object, so they stay
beneath it (Figure 13.
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