This example shows how the bouncing domains work, both spheres and planes.
The particleObject is influenced by an explosion field and a directional
gravity field.
This example shows the use of textured quads, blending and a turbulence
field to
create a smoke effect.
This example shows how to create the effect of smoke emitting from a
cigarette by using textured
quads, a turbulence field and two orbit fields. Furthermore the emitter
is dynamic, moving in the
x-y plane within a circle of a given radius.
This example shows how to create the effect of fire by using textured
quads and a turbulence field.
This example shows how to create a more turbulent fire effect by having
a dynamic box emitter
moving in the x-y plane within a given radius and by increasing the
magnitude of the turbulence
field.
This example shows how to create the effect of fireworks using textured
quads.
It is done by having three dynamic emitters and four particle objects,
one for each of the colors.
The fields used are the explosion field and gravity field.
This example shows how to create the effect of snow by using textured
quads and a turbulence field.
This example shows how to create the effect of raindrops splashing on
the ground by using the
DIE_AND_EMIT bouncing action of the plane.
This example shows how to create a comet like thing by using an extremely
dynamic ;-) emitter.
This example illustrates how the turbulence field affects particles.
This example illustrates how the vortex field affects particles.
This example illustrates how the gravity field affects particles.