Turbulence is
not part of the Particle System API. I was experimenting with using Perlin
noise sum to affect particle motion - it isn't what I had originally intended,
but the effect is cool anyway.
frequency - frequency of noise function
octaves - number of fractal sum iterations
magnitude - amount particle velocity is affected
by noise function
delta - spacing of samples to determine noise
vector
Movement - translate the noise function each
frame by the given vector. The 'Point' domain is the only one that makes
sense here.
if you turn on 'Blend' in the GL render options,
have DrawNoise and DrawCube enabled and look at it from the correct angle,
you get a useless but cool volumetric view of the noise function.
p o l y
Polyon import is pretty weak. flow only reads
basic RIB polygons, and they must be 3 sided. I would like to have better
polygonal import, but I hate writing file loaders and there's more interesting
things I want to work on. There may well be errors in the polygon loader
- with the right/left handed coordinate systems of GL and RM, I'm sure
I have a few double negatives in there. After loading a polygonal object,
you'll probably want to tweak it with the Polygon
Tweaker.
Polygon objects are slow, especially Bounce.
There are three types of polygon actions:
Polygonal Bounce - each polygon has
a corresponding triangular domain Bounce action. With high polygon models,
this can get very slow.
Polygonal Source - each polygon has
a corresponding triangular domain Source action. The rate of emission can
be set to less than 1. Each polygon also has a point velocity domain that
is normal to the polygon.
Polygonal Object - there are no particle
actions associated with the model.
g e o m
Put a RM quadric into the scene. Like the
polygons, there's probably some issues with double negatives. Sealing of
the quadrics is not yet complete.