Wind
ObjectBasicCoord.ObjectFalloff
Object Properties
Wind Speed[0..+∞m]
The strength of the wind.
If you add Turbulence, both will be superimposed by the Wind
Speed.
The wind’s direction is represented in the viewport as a fan with a
yellow arrow that points in the direction of the wind. The speed at which the fan rotates in the viewport
gives you an indication of the wind’s speed.
Turbulence[-∞..+∞%]
Enter a value not equal to 0 if you want to add a wind speed varied
using internal 3D noise to your existing wind speed. The larger the value the stronger the turbulence will be.
The particles can even start moving in a direction opposite the direction of the Wind
Speed.
Turbulence Scale[0..+∞%]
Left: lower Turbulence
Scale values; right: larger values.
Use this value to adjust the scale of the internal 3D noise used to calculate the turbulence. The lower the
value the more the speed of the particles will vary - the wind will become more "unsettled". Larger values
will lead to more homogeneous particle streams whose speed changes more slowly.
Turbulence Frequency[-∞..+∞%]
Left: lower Turbulence
Frequency values; right: larger values.
Enter a value not equal to 0 if you want the noise to change over time.
Lower values will cause the noise to change more slowly; larger values will cause the noise to change more
quickly.
Mode
Here you can define how a particle modifier should affect dynamic objects (these settings have no effect on
particles):
- Acceleration: The modifier twirls the objects around without taking their
mass into consideration. Even ,heavy’ objects will behave like feathers.
- Force: This mode takes the objects’ mass into account, i.e., the ,heavier’ an object is
the less it can be affected by the modifier.
- Aerodynamic Wind: This mode
will actually create a flow of air (current) that will cause the objects to react according to their aerodynamic shape. This mode is not available for
all modifiers - only for those for which it serves a useful purpose (e.g., Wind, Turbulence, etc.).
Note that when using the Aerodynamic Wind option, its effect will differ depending
on the object over which it flows:
- Rigid Bodies: The wind will be calculated at the center of the Rigid Body and
remain constant across the entire object surface.
- Soft Bodies: The wind
(strength and direction) will be calculated per polygon or vertex and will affect the object
accordingly.