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nxCover

nxCover allows particles to cover the surface of scene objects.
nxCover 允许粒子覆盖场景物体的表面。

Object Properties  对象属性

nxCover, Object tab menu settings.
nxCover, 对象选项卡菜单设置。

Object Mode  对象模式

Set as Sequence, by default, this dropdown menu gives options for establishing how the particle will move onto the next object.
设置为序列 ,默认情况下,此下拉菜单提供用于确定粒子如何移动到下一个对象的选项。
The other options are: Nearest Object, Furthest Object, Object Index and Random Object.
其他选项包括: 最近的对象 最远的对象 对象索引随机对象

Sequence  顺序

Particles will move onto the next object in the node tree.
粒子将移动到节点树中的下一个对象。
The Object Mode of Sequence, with the UI settings.

Nearest Object

Particles will move onto the nearest object in the scene.
The Object Mode of Nearest Object, with the UI settings.

Furthest Object

Particles will move onto the furthest object in the scene.
The Object Mode of Furthest Object, with the UI settings.

Object Index

Particles will move onto the object index (indexed from the node tree).
The Object Mode of Object Index, with the UI settings.

Random Object

Particles will move onto a random object in the node tree.
The Object Mode of Random Object, with the UI settings.

Cycle

If Sequence is chosen as the Object Mode, this option allows the modifier to continue looping over the modifier’s object more than a single time.
The Object Mode of Sequence, with Cycle enabled, allowing the modifier to continue looping.

Objects

A list of objects dragged and dropped from the Objects Manager.
The Objects list and Objects Manager showing the items dragged and dropped into the list.

Operation

Set as Polygon Area, by default, this dropdown menu gives choices for cover operation.
The alternative options are: Polygon Center, Points, Edges, Particle Ray, Object Volume and Texture.

Polygon Area

Surface of a polygon.
Operation set to Polygon Area, with particles covering the surface of the Torus.

Polygon Center

Center point of a polygon.
Operation set to Polygon Center, with particles covering the center of the Platonic faces.

Points

Points or vertices on a surface.
Operation set to Points, with particles covering the vertices of the Platonic.

Edges

Edges on a surface.
Operation set to Edges, with particles covering the edges of the Cube.

Particle Ray

Within the particle path.
Operation set to Particle Ray, with particles covering when they hit the ray intersection of the Torus.

Object Volume

Within an object’s volume.
Operation set to Object Volume, resulting in particles within the volume of the Torus.

Texture

Based on a texture above or below a certain threshold.
In the two images above, the Operation is set to Texture, with particles covering the jpeg from the Texture Tag.

Selection

Selection map of the object (edges, points, polygons and vertex maps are supported).
With the Operation set to Polygon Area, the particles are only covering the area specified by the Polygon Selection selection map in the Selection field.

Texture Source

Choose either Shader or Texture Tag to reveal further parameter options.

Shader/Texture Tag

Link to the shader or texture, depending on the dropdown choice chosen in Texture Source.
With the Operation set to Texture, the particles are only covering the area specified by the shader, Note to get color set the Change Color Cover and Set to Texture Options.

Texture Channel

Only available when Texture Source is set to Texture Tag,

Resolution

Set as 128, by default, this dropdown box changes the resolution of the sampling of the texture/shader.
The available presets are: 64, 128, 256, 512, 1024 and 2048.
Resolution parameter options.

Tolerance

The texture tolerance slider adjusts the minimum of the shader sampling.
Lower tolerance allows darker areas and higher tolerance would allow only lighter areas (no darker).

Threshold

Color to be used for the texture sampling threshold.

Mode

Dropdown option to choose sampling mode (either Texture Color >= Threshold or vice versa).

Attempts

Maximum number of attempts for the particle to sample the shader in random positions and find a suitable position.

Strength

Slider for force used.
Note: This is only if Speed Mode is set to Use Speed.
In this animation, Strength is at 100%.
Strength lowered to 1%.

Cover Tolerance

Distance from cover position at which the particle will start the holding.
Again, only if Speed Mode is set to Use Speed.
In this image, the Cover Tolerance is set to 500cm from the Cube.

Inherit Parent

When enabled, all options below this will be inherited from the next up within the node tree which doesn't have this checked.
Image to demonstrate the Inherit Parent parameter (checked), in the red box.

Alignment/Color

Alignment/Color parameter menu.

Align Normals

Checkbox to allow the modifier to align the up vector of the particle to the normals of the surface.
Image to demonstrate the Align Normals parameter (checked)
Align Strength
A strength slider which impacts how much change the normal alignment will have.

Change Color Cover

Check this box to change the color on cover hold.

Set To Texture

A checkbox which is only available when Operation is set to Texture, which allows the user to set the color to the color of the texture on cover.

Timing

Blend timing slider.
Timing set to 5%.

Cover Color

Color selection for the color to change to.
Here the Cover Color is green, evident on the Cube.

Change Color Release

A checkbox to enable the option to change the color on release.

Release Color

The color to be set on release.
In this image, the Release Color is set to blue.

Movement

Movement parameter menu.

Speed Mode

Set as Use Speed, by default, these are modes for how the particle moves to its cover position.
The alternative is Time to Target.
Speed Mode drop-down menu.

Use Speed

Uses a speed variable.

Time to Target

A fixed time to move to the target.

Speed Type

Set as Particle, by default, this is a dropdown menu for what speed to use.
The other options are: Fixed and Force.
Speed Type drop-down menu.

Particle

Use the speed of the particle.

Fixed

Use a fixed speed.

Force

Use a force towards the cover position.

Fixed Speed

If the Speed Type of Fixed is selected, use this slider to set the speed used for the particle to move.

Hold Time

How long the particle will hold on that position, once arrived.

Variation

Adds a variation to the Hold Time amongst particles.

Holding

How the particle behaves while covering the object.
Holding menu options.

Holding Mode

Set as Attract, by default, these are modes for the particle’s behavior when holding.
The alternative settings are: Free, Spring and Stick.

Attract mode

Attract force towards the cover position.
This mode enables five additional parameters (below).

Mode

Set as Velocity, by default, this is how the particle behaves when ‘holding’ on the point.
The alternative setting is Force.

Velocity

New force is added to the existing velocity.

Force

New force is set as velocity.

Arrive Mode

Set as Slowdown, by default, where the movement will get slower closer to the point.
The alternative setting is Attract, where movement will stay active and constantly be attracted to the point.

Distance

The distance at which the attraction slowdown will start.

Min Speed, Max Speed

The minimum and maximum speed of the particle for both Slowdown and Attract modes.

Free mode

Free movement after arriving at the cover position.

Spring mode

Spring forces towards the cover position.
This mode enables three additional parameters (below).

Length

The length of the spring.

Stiffness

The stiffness of the spring.

Damping

Spring damping.

Stick mode

Stick to cover position.

Breaking

Breaking menu settings.

Use Breaking

Check this box to enable the breaking forces.

Breaking Distance

Distance at which the breaking force from the cover position begins.

Breaking Min Speed, Breaking Max Speed

Minimum and maximum speeds during the breaking.

Breaking

Use this spline to customize the speed during the breaking force.

Groups Affected tab

Groups

To specify the group, drag and drop the desired Group object into this field.
This setting is useful if you want to ensure that the spawned particles are, or are not, affected by nxCover.

Mapping tab

The modifier’s settings can be mapped to particle data.
Use the dedicated manual page, below, for instructions on how this works.

Fields tab

You can use the Fields options to control where nxCover operates.
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