Squirt Gun

Squirt Gun 2017-07-10T19:51:32+00:00

The Squirt Gun tool allows you to inject a fluid stream into your LightWave scene via particle emitters. Each emitter has it’s own independent settings. You must first select an emitter (or multiple emitters )  in the UP Selection Box before these settings can be changed.

 

This parameter sets the number of Flex particles to emit for the selected emitter(s).  Note that if you’re using a Vertex Emitter, the count is per vertex, so care must be taken not to generate more particles than your graphics card can process.  An object with 1000 vertices will create 1 million particles if you leave the Count property at it’s default value of 1000. A Max particle count in the Preferences tab is provided to warn you when you are asking for particle  counts that exceed your graphics card’s capabilities. You should adjust that Preference setting based on the amount of memory available in your card

You can think of emitters as containers of particles stored in a 3 dimension block. The Size parameter sets the width and height of the block. The depth of the block depends on the emitter’s particle count. On each new frame, UP emits a new group of these particles based on the emitter’s Size setting, the current simulation Time Step and the emitter’s Speed setting.

Size can be time animated using the E button.

On each frame, UP mathematically computes an optimum emitter speed based on the current simulation Time Step and some other internal settings. The Speed parameter is a multiplier that’s applied to UP’s internally computed speed to allow you to tweak the velocity of the emitted particles.

Speed can be time animated using the E button.

The Enable parameter allows you to turn an emitter On and Off during the course of a simulation. The  LightWave SDK does not support envelopes for boolean types, so UP uses a percentage type to control the state of the emitter. Values of 50% or higher represent the On state and values lower than 50% represent the Off state.

Enable can be time animated using the E button. The Sprinkler demo scene shows how you might use this feature.

The +Z axis emitter type sends a fluid stream of Count number of particles along the positive Z axis of the emitter body, starting at the center of the emitter in World Coordinates.

The Vertices emitter type sends a fluid stream of Count number of particles along the vertex normal for each point in the emitter mesh,  starting at the point’s position in World Coordinates. Care must be taken not to exceed your graphics card’s capabilities by inadvertently generating too many particles. A mesh with 1000 vertices will generate 1 million particles using the default Count setting of 1000.

Any Light, Camera, Null or Object can be used as an emitter by selecting the Emitter Body type in the Physics tab. Item types with no geometry will be automatically assigned a default opengl Gun shape.

The Emitters demo scene show several different emitter in one scene.

This button generates a default +Z axis emitter, centered in your LightWave scene.