Blender allows to mapping textures on a Particles systems after they had been created.
They are used much like the Materials textures, except for a couple of differences.
- The scene's global 3D coordinates. This is also useful for animations; if you move the object, the texture moves across it. It can be useful for letting objects appear or disappear at a certain position in space.
- Uses an object as source for coordinates. Often used with an Empty, this is an easy way to place a small image at a given point on the object (see the example below). This object can also be animated, to move a texture around or through a surface.
- Select the name of an object.
- The original undeformed coordinates of the object. This is the default option for mapping textures.
- UV mapping is a very precise way of mapping a 2D texture to a 3D surface. Each vertex of a mesh has its own UV co-ordinates which can be unwrapped and laid flat like a skin. You can almost think of UV coordinates as a mapping that works on a 2D plane with its own local coordinate system to the plane on which it is operating on. This mapping is especially useful when using 2D images as textures, as seen in UV Mapping. You can use multiple textures with one set of UV coordinates.
- Uses normalized 1D strand texture coordinate or particle age(X) and trail position (Y). Use when texture is applied to hair strands or particles.
- Affect the emission time of the particles
- Affect the life time of the particles
- Affect the density of the particles
- Affect the particles size
- Affect the particles initial velocity
- Affect the particles velocity damping
- Affect the particles gravity
- Force Fiels
- Affect the particles force fields
- Affect the child hair length
- Affect the child clumping
- Affect the child kink
- Affect the child hough