Particle Scene in Kineme Particle
The Particle Scene patch coalesces any number of Particle Objects into a Partlce Scene - which can then be passed to the Particle Render patch. When this patch executes, the actual calculus takes place - each object’s velocity is updated according to the scene’s forces, and each object’s location is updated according to its velocity. This process is independent of the rendering process, so that - optionally, for computationally-intensive scenes - the scene calculus may be updated at a lower framerate than the rendered results.
For better performance, the scene is optionally broken down into a number of spatial regions. These regions are split and collapsed dynamically depending on how many objects are present in a region at any given time. By altering the “Split Threshold”, “Collapse Threshold”, and “Recursion Levels” parameters, performance may be optimized. Localized forces whose bounding boxes do not coincide with a given object’s region do not interact at all with that object, providing some computational savings.
The “Lower Bound” and “Upper Bound” parameters define the initial, root region. Objects may venture outside this root region, however if they do they will no longer contribute to the splitting and collapsing of regions.
Outputs provide a total count of Objects (including Forces), and Forces alone. Forces are more computationally-intensive than objects (given that each force needs to interact with each object), so the ratio of forces to objects should generally be kept fairly low.
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Input Attributes
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Output Attributes
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