Particle Dynamics ◾ 205
In Figure6.11, we are turning the glass
bowl, which is selected in the Main Window,
into a “passive collider” by selecting:
nDynamics Main Menu → nMesh →
Create Passive Collider
e various passive collider attributes of
the dish are visible in Figure6.8. As a pas-
sive collider, the glass bowl will sit still, and
our Trix will pour into it, then bounce, and
then stay inside the connes of the bowl. If
an object like the glass bowl is not turned
into a collider, the cereal would pass right
through it.
Scaling the Trix
First, though, we need to rescale the
Trix. We do this by running the ani-
mation using the Playback controls on
the bottom right of the Main Window.
en we select some of the particles.
We go to the attributes of the particles
(see Figure6.12) and set the x, y, and z
scaling factors to two.
Ramp Textures
We are going to create a ramp texture
for our cereal and do so in an unusual
way. But rst we take a look at the process
of creating a ramp texture and adjusting its
attributes. Ramp textures (and materials)
allow us to create multicolored surfaces that
can be used in a wide variety of ways, and so
they are heavily employed.
Figure6.13 shows a ramp texture that has
just been made by selecting Ramp under 2D
Textures in the Hypershade. In Figure6.14,
its colors are being adjusted. e default
colors are blue, green, and red, with the col-
ors gently blended between them.
To remove an existing color, we select a
box with an x in it to the right of the color.
FIGURE 6.9 e nDynamics menu.
FIGURE 6.10 Emitter menu.
FIGURE 6.11 Passive collider.