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| 5.4 Blood In this rollout you can define the properties for Blood. |
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If you select Blood in the Effects group, RayFire will create PArray with red bloody material and emitter plane at each
impact spot as welll as animate PArray`s rate property to simulate blood. For now it uses MetaParticles.
RayFire also creates a Gravity force and binds this force to PArray. The gravity force will be called RF_Gravity_Blood.
Later you can change its properties to get different dynamics for particles. RayFire will not create this force
again at the next simulation if they already exist in scene. It will bind the already existing force to new PArray`s.
Particle deflectors list Deflectors for blood particles. Blood Rate : Total amount of particles for each PArray. |
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