2009

Update script on page 2837 to pass data from the particle system to other
objects in the scene.
Visible % The percentage of particles that render. Range=0 to 100. Default=100.
Lower this value for faster rendering of complex particle systems.
You can also reduce the number of particles in the system at render time with
the
Quantity Multiplier > Render setting on page 2832.
Render Result group
These settings determine how the system converts particles to mesh format
for rendering. By default, the software renders all particles as a single mesh
per event, which provides for the most efficient operation under most
conditions. However, in some situations each particle should be converted to
an individual mesh object by turning on Mesh Per Particle. For example, with
particles each of whose face count exceeds 10,000, it's most efficient to render
a mesh per particle. Alternatively, you can opt to combine particles into
multiple meshes by specifying a face count and number of particles per mesh.
Certain renderers might require a non-default setting for Render Result. Consult
the renderer documentation for further information.
NOTE The number of particles Particle Flow can handle per frame is limited only
by system resources, but each single mesh is allowed a maximum of 5,000,000
faces or vertices. If the total number of faces or vertices in a mesh exceeds
5,000,000, Particle Flow ignores particles beyond this limit.
Single Mesh Sends the renderer one mesh object comprising all particles in
the system.
Multiple Meshes Sends the renderer the specified number of mesh objects,
each containing the specified number of particles. If the result of dividing the
total number of particles by the Particles p/Mesh value is less than the specified
Mesh Count value, some of the meshes might contain few or no faces.
This is a compromise method of operation, and can be used with renderers
that cannot handle all particles in a single mesh, but can deal with groups of
particles of a certain size.
Mesh Count The maximum number of mesh objects that Particle Flow will
send to the renderer.
Particles p/Mesh The number of particles that each mesh object will comprise.
Mesh Per Particle Sends the renderer a separate mesh for each particle.
2952 | Chapter 14 Space Warps and Particle Systems