Power by Lenshuang~2+3D Game Vfx Base since 2003~2014
  • 2010年12月19日




    ParticleGen 是一套製作多面即時 3D 粒子效果的靈活而高效的工具。擁有互動式

    即時預覽等眾多專業特色,還有曲線圖參數的精確設置,本程式完美的適用於DTP、視訊合成、後期加工、軟體開放和各種視覺化處理(爆炸、燃燒、水波、雲霧)。是該軟體的第一版本,但由引起 CG 業界的廣泛關注,對於製作特效、短片、廣告、電視包裝、遊戲界等特別應用


    的可實現幾乎任何效果,從爆炸到霧水。除了利用自己的粒子可以創造任何形狀的常規圖片數位節目,該軟體還允許你輸入到 3DS MAX檔案,然後你可以用粒子或動畫。


    What is ParticleGen?

    ParticleGen is an API that implements a two-dimensional particle generator in Flash Actionscript 3.0.  ParticleGen allows for the real-time modulation and trajectory tracking of graphical particles within an arbitrary force field. The classes can be used to create a variety of particle effects that mimic man-made and natural phenomena.

    There are several concepts related to using ParticleGen that must be understood to best utilize the package. The following is a schematic of how the various components of ParticleGen fit together.


    This is where the main logic of the package resides.  This class contains all the methods to generate the PARTICLE STREAM and track all the particle trajectories with a given set of FORCES and MODIFIERS applied.

    The Particle Stream is a virtual construct which refers to the stream of particles ejected from the ParticleGen EMITTER. The Emitter can be configured for various patterns of emission and randomly spawns new particles from the PARTICLE TYPES in the generator system whenever existing particles die. The Emitter renders particles in the stream onto two different layers, depending on the type of particle in question. Varticles are rendered on the VARTICLE STAGE, and Blarticles are rendered onto the BLARTICLE STAGE.  The reasons for this are discussed below.


    PROJECTILES are graphical classes that model the state of a particle including its age, velocity, position, lifetime, mass, frictional coefficient, and visual representation as a function of its state variables. There are two major classes of Projectiles:

    Flash’s internal rendering is done using vectors, and a Varticle can dynamically create its graphical representation at run-time as a function of any number of its state variables. The disadvantage of using Varticles is that vector rendering is painfully slow.  ParticleGen will bog down the CPU while tracking only a few hundred Varticles.

    By contrast, Blarticles are bitmap-based, and are not dynamically created at run-time.  Instead, they are initialized once and are kept resident in memory until all instances of ParticleGen are cleared. Because of this, Blarticles are limited to graphically evolving as a function of a single state variable only (for example age, or velocity). Blarticles are blindingly fast to render, however, allowing real-time tracking of 10,000 plus particles.

    The Flash IDE can be used to create the graphical representations of  both Blarticles and Varticles. Each frame in the particle’s corresponding source MovieClip graphically represents a single state of the particle.


    FORCES are classes which act upon Projectiles to alter their velocity, analogous to physical forces in nature. At the current time, inverse square, vector,  and point-spring forces have been modeled in ParticleGen.


    MODIFIERS are classes that directly alter the state of a particle. For example, a boundary can be modeled as a Modifier.  Any class that directly alters particles independent of the Forces in the system is referred to as a Modifier.

    The best way to understand the functionality of ParticleGen is to play with the interface program, PGInterface,  that has been written for it. Although the ParticleGen implementation is more robust  than the options in PGInterface would imply, PGInterface is an effective way to tour the features of ParticleGen.