Autodesk 62205-051408-9001 User Guide - Page 383

Working with Particle Shapes, Choosing a Shape Type

Page 383 highlights

Working with Particle Shapes ❚❘❘ To delete a particle type: 1. Select the particle type in the Workspace panel. 2. Press DELETE. Note: You cannot delete the only particle type for an emitter object. When you press DELETE, nothing happens. Working with Particle Shapes Each particle type is assigned a shape. A particle shape is one or more images of the same size. Shapes are stored in the emitter library file and are listed in the Shape controls. When you add an emitter to a library, the shapes used by its particle types are automatically saved in the library. Use the Shape controls to assign shapes to particle types. There are three places to get a shape: • The shape library • An external image or image sequence • An operator in the workspace When you import a shape or use an operator as a shape, you specify the color depth to be Color or Gray. Learn more about color depth inChoosing a Shape Type You can also replace shapes that are in use, export shapes as image files, and delete shapes from the library. Choosing a Shape Type Since shapes are either Color or Gray, and use one or more frames, there are four shape types, each with its own icon in the shape library. Four icons for the four shape types When you use a multi-frame shape for a particle type, a few extra controls become available in the Particles controls. See Random Start Frame, Start At, and Hold for more information. The different color depths affect the result and the amount of memory required: • A Color shape is 32-bit because it has RGB and alpha channels. • A Gray shape is 8-bit because it has one channel used for both the grayscale image data and transparency. This means the pixel value always represents the transparency (black is transparent, gray is semi-transparent, and white is opaque). Note: The Particles operator uses a bit depth of 8 bits per channel. Color depth refers to the total number of bits for the shape image, not just one channel. Thus, Color is 32-bit because it has four 8-bit channels. Gray shapes are suitable for most particles, and they are recommended because they use less memory. Using Gray shapes does not limit the particles to be grayscale; color can be added by the particle type or emitter. Note: You can still use the alpha channel for a Gray shape-the alpha channel is added to the color channels, and the resulting grayscale image is used for the Gray shape. Also note that particles that use Color shapes can still have their color changed. See Changing Particle Colors for more information. You should use Color shapes if you want the colors of the image to be preserved in the shape. Color shapes use more memory than Gray shapes, and multi-frame shapes use more memory than single frame shapes. The way OpenGL card texture memory is used can affect the performance of the Particles operator. 367

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Working with Particle Shapes
367
❚❘❘
To delete a particle type:
1.
Select the particle type in the Workspace panel.
2.
Press
D
ELETE
.
Note:
You cannot delete the only particle type for
an emitter object. When you press
D
ELETE
,
nothing happens.
Working with Particle Shapes
Each particle type is assigned a shape. A particle
shape is one or more images of the same size. Shapes
are stored in the emitter library file and are listed in
the Shape controls. When you add an emitter to a
library, the shapes used by its particle types are
automatically saved in the library.
Use the Shape controls to assign shapes to particle
types. There are three places to get a shape:
The shape library
An external image or image sequence
An operator in the workspace
When you import a shape or use an operator as a
shape, you specify the color depth to be Color or
Gray. Learn more about color depth in
Choosing a
Shape Type
You can also replace shapes that are in use, export
shapes as image files, and delete shapes from the
library.
Choosing a Shape Type
Since shapes are either Color or Gray, and use one or
more frames, there are four shape types, each with
its own icon in the shape library.
When you use a multi-frame shape for a particle
type, a few extra controls become available in the
Particles controls. See
Random Start Frame, Start At,
and Hold
for more information.
The different color depths affect the result and the
amount of memory required:
A Color shape is 32-bit because it has RGB and
alpha channels.
A Gray shape is 8-bit because it has one channel
used for both the grayscale image data and
transparency. This means the pixel value always
represents the transparency (black is transparent,
gray is semi-transparent, and white is opaque).
Note:
The Particles operator uses a bit depth of 8 bits
per channel. Color depth refers to the total number
of bits for the shape image, not just one channel.
Thus, Color is 32-bit because it has four 8-bit
channels.
Gray shapes are suitable for most particles, and they
are recommended because they use less memory.
Using Gray shapes does not limit the particles to be
grayscale; color can be added by the particle type or
emitter.
Note:
You can still use the alpha channel for a Gray
shape—the alpha channel is added to the color
channels, and the resulting grayscale image is used
for the Gray shape.
Also note that particles that use Color shapes can
still have their color changed. See
Changing Particle
Colors
for more information. You should use Color
shapes if you want the colors of the image to be
preserved in the shape.
Color shapes use more memory than Gray shapes,
and multi-frame shapes use more memory than
single frame shapes. The way OpenGL card texture
memory is used can affect the performance of the
Particles operator.
Four icons for the four
shape types