Group |
Defaults |
Format specifiers |
Syntax |
Explanation SEB - See equations below) |
Global Settings |
off |
|
incstart [Boolean] |
Includes the particle before the ray origin in colouring effects |
|
off |
|
incend [Boolean] |
Includes the particle after the ray intersection in colouring effects |
Particle |
< 0, 0, 0> |
c |
center <Center> | |
Location of the particle SEB |
|
|
t |
translate <transvector> | |
Translates center by a vector |
|
1 |
z |
size Size | |
The size of the particle SEB |
|
0 |
k |
check_radius Checkrad | |
If the particle is this greater than this distance from the ray then its effects are ignored |
|
0 |
n |
noise noiselevel | |
Multiplied by a 3D noise value (same as bozo (I think calls dbl Noise(vec))) and added to a particle's influence at a point - perhaps this will become a pattern some day instead of Noise SEB |
|
1 |
e |
noise_scale scalelevel | |
Scale the point by this before calculating the 3D noise value SEB |
Color |
1 |
d |
density Density | |
SEB |
|
1 |
f |
falloff Falloff | |
SEB |
|
off |
o |
colour_effects | color_effects [Boolean] | |
Turn colour effects on SEB |
|
rgb <1,1,1> |
C |
colour | color COLOUR | |
The colour of the particle SEB |
|
rgb <0,0,0> |
i |
illum_colour | illum_color COLOUR | |
The illumination the particle contributes to the ray SEB |
Refraction |
off |
r |
refraction [Boolean] | |
Turn refraction on and off. The key to successful refraction is don't place your particles too close to objects or the whole object may fill your field of view 30-40 POV units is good |
|
< 0.1, 0.0> |
a |
angle <2D Refraction_angle> | |
Setting both to zero may result in stack overflows & slows the scene down heaps. I have no idea why. SEB |
|
off |
I |
inverse [Boolean] |
When calculating the refracted ray takes point on ray from center instead of reverse refracts away from particle instead SEB |