{"id":707,"date":"2009-01-26T22:16:15","date_gmt":"2009-01-27T04:16:15","guid":{"rendered":"http:\/\/www.mrbluesummers.com\/?page_id=707"},"modified":"2009-01-26T22:16:15","modified_gmt":"2009-01-27T04:16:15","slug":"particles-part-3","status":"publish","type":"post","link":"http:\/\/www.mrbluesummers.com\/707\/blog\/particles-part-3","title":{"rendered":"Particles Part 3"},"content":{"rendered":"
Deflectors are ways of controlling particle flow by preventing them from penetrating geometry that’s supposed to be solid. But why not have an option to prevent penetration of any polygons? Because the process can become processor intensive very, very quickly. While I’m not saying you need to use deflectors sparingly, you should give 3dsMax the luxury of some approximation. If your space-ship is a flying saucer, just approximate it with a squashed sphere.<\/p>\n
That said, let’s have a look at the various deflector types! Imagine deflectors as a combination of 2 factors; shape and functionality.<\/p>\n