![]() The interface can also be resized by dragging the lower right-hand corner tab for a larger workspace. Individual controls or entire control groups may be enabled or disabled, depending on the settings of other controls. These consist of the main timeline and 7 sub-sections: brushes, layers, world, tools, trash, stats and help. Particle Paint’s graphical user interface (GUI) is structured into groups of controls which belong to logical units. Particle Paint is 100% multi-threaded capable of using an unlimited number of cores for ultimate speed. There may be glitches but for the most part it is a powerful and unique, fully-functional, dynamics-driven painting application. Particle Paint is very much an experimental beta application at this time and it suffers from poor performance issues. ![]() Gravitational forces can be applied, as well as brush forces allowing the user to specify a brush size and interactively apply forces over a particular area of particles.īecause of their indefinite lifespans, particles can be continually modified using the tools section until the user chooses to bake the particles and generate the final image. Particle Paint features inter-particle collision checking so that particles can interact and bounce off each other, or they can blend their colors together. Layers provide transparency tools and blending modes for indefinite possibilities. Particles can be overlayed on top of each other, modified within their layer only, or modified across all layers at the same time. Likewise, a specific area can be draw, and when particles collide with it, any number of operations can occur such as bouncing, stopping, dying or spawning.Īs with any professional paint software, Particle Paint provides layers to work with. A specific area can be drawn, for instance, and then used to emit particles. Making full use of Adobe Photoshop’s integration, Particle Paint can use image information as emitters or colliders. Alternately, one can select any section within a timeline and make modifications to it. At any time, the user can rewind the timeline and redo those particles. ![]() Particles are sprayed using a rate and speed that is affected by forces such as air resistance (paper absorption), brush direction, etc. Particle paint emits particles like any particles simulator does during the course of an evolving timeline. ![]()
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