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1. Creating Vector Fields

isathar edited this page Mar 14, 2015 · 8 revisions

Steps:

  1. Set the resolution
  • The maximum resolution is limited to 128x128x128 since it's the limit set in UE4's importer (not to mention the massive amount of memory you would need for more).
  1. Set the scale for the volume's bounds.
  • Scale = distance between particles in the vector field.
  1. Click Generate
  • The number of vectors in the vector field to be created is shown below this button

  • High-resolution vecor fields (anything over 500000 vectors or so) may make Blender freeze for a few seconds on creation.

  • (Optional) Checking No Gravity will disable gravity's influence on the generated particle system

    • This is the same as setting a particle system's Gravity field weight set to 0.0 in its properties panel.

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Initializing Saved Vector Fields

  • The velocities used by the editor need to be updated when selecting a different vector field in the same scene
  • To do this, select the object you want to edit and click Update Data
  • This should be automated in one of the next few updates

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Moving Vector Fields:

  • The exporter can apply the location offset of the vector field object to the output file
  • To do this, move the vector field's bounding box (VF_Bounds_x) and don't apply the translation
  • Limitations:
    • Translation offset has to be in whole numbers (so it's a good idea to enable grid snapping)
    • Scaling and Rotation are not supported

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Examples:

The first three have their scales tweaked to make them the same size at different resolutions:

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Non-uniform scales and resolutions:

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A 64^3 vector field:

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The inside of a 128^3 vector field (over 2 million particles)

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