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	<title>Doc:2.6/Manual/Physics/Particles/Emission - 版の履歴</title>
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	<updated>2026-04-25T12:17:25Z</updated>
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		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Particles/Emission&amp;diff=105641&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
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		<updated>2018-06-28T19:44:34Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 19:44時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Particles/Emission&amp;diff=105640&amp;oldid=prev</id>
		<title>wiki&gt;Urkokul: /* Distribution Settings */</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Doc:2.6/Manual/Physics/Particles/Emission&amp;diff=105640&amp;oldid=prev"/>
		<updated>2014-11-13T01:52:15Z</updated>

		<summary type="html">&lt;p&gt;‎&lt;span dir=&quot;auto&quot;&gt;&lt;span class=&quot;autocomment&quot;&gt;Distribution Settings&lt;/span&gt;&lt;/span&gt;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;{{Page/Header|2.5|Doc:2.5/Manual/Physics/Particles|Doc:2.5/Manual/Physics/Particles/Physics}}&lt;br /&gt;
&lt;br /&gt;
= Particle Emission =&lt;br /&gt;
The {{Literal|Emitter}} system works just like its name says: it emits/produces particles for a certain amount of time. In such a system, particles are emitted from the selected object from the {{Literal|Start}} frame to the {{Literal|End}} frame and have a certain lifespan. These particles are rendered default as [[Doc:2.6/Manual/Materials/Halos|Halos]], but you may also render these kind of particles as objects (depending on the particle system’s render settings, see [[Doc:2.6/Manual/Physics/Particles/Visualization|Visualization]]).&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
== Options ==&lt;br /&gt;
[[File:Blender3D_ParticleSystem_EmissionSettings-2.5.png|framed|Image 2a: Settings for particle {{Literal|Emission}}.]]&lt;br /&gt;
&lt;br /&gt;
The buttons in the {{Literal|Emission}} panel control the way particles are emitted over time:&lt;br /&gt;
;{{Literal|Amount}}: The maximum amount of parent particles used in the simulation.&lt;br /&gt;
;{{Literal|Start}}: The start frame of particle emission. You may set negative values, which enables you to start the simulation before the actual rendering.&lt;br /&gt;
;{{Literal|End}}: The end frame of particle emission.&lt;br /&gt;
;{{Literal|Lifetime}}: The lifetime (in frames) of the particles.&lt;br /&gt;
;{{Literal|Random}}: A random variation of the lifetime of a given particle. The shortest possible lifetime is &amp;lt;code&amp;gt;''Lifetime''×(1-''Rand'')&amp;lt;/code&amp;gt;. Values above 1.0 are not allowed. For example with the default {{Literal|Lifetime}} value of 50 a {{Literal|Random}} setting of 0.5 will give you particles with lives ranging from 50 frames to &amp;lt;code&amp;gt;50×(1.0-0.5)&amp;lt;/code&amp;gt;=25 frames, and with a {{Literal|Random}} setting of 0.75 you’ll get particles with lives ranging from 50 frames to &amp;lt;code&amp;gt;50×(1.0-0.75)&amp;lt;/code&amp;gt;=12.5 frames.&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
=== Emission Location ===&lt;br /&gt;
{{Literal|Emit From}} parameters define how and where the particles are emitted, giving precise control over their distribution. You may use vertex groups to confine the emission, that is done in the {{Literal|Vertexgroups}} panel.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Verts}}&lt;br /&gt;
:Emit particles from the vertices of a mesh.&lt;br /&gt;
;{{Literal|Faces}}&lt;br /&gt;
:Emit particles from the surface of a mesh's faces.&lt;br /&gt;
;{{Literal|Volume}}&lt;br /&gt;
:Emit particles from the volume of an enclosed mesh.&lt;br /&gt;
&lt;br /&gt;
== Distribution Settings ==&lt;br /&gt;
These settings control how the emissions of particles are distributed throughout the emission locations&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Random}}: The emitter element indices are gone through in a random order instead of linearly (one after the other).&lt;br /&gt;
&lt;br /&gt;
For Faces and Volume, additional options appear:&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Even Distribution}}&lt;br /&gt;
: Particle distribution is made even based on surface area of the elements, i.e. small elements emit less particles than large elements, so that the particle density is even.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Jittered}}&lt;br /&gt;
: Particles are placed at jittered intervals on the emitter elements.&lt;br /&gt;
&lt;br /&gt;
:{{Literal|Particles/Face}}&lt;br /&gt;
:: Number of emissions per face (0 = automatic).&lt;br /&gt;
:{{Literal|JitteringAmount}}&lt;br /&gt;
:: Amount of jitter applied to the sampling.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Random}}&lt;br /&gt;
: Particles are emitted from random locations in the emitter’s elements.&lt;br /&gt;
&lt;br /&gt;
;{{Literal|Grid}}&lt;br /&gt;
: Particles are set in a 3d grid and particles near/in the elements are kept.&lt;br /&gt;
&lt;br /&gt;
:{{Literal|Invert Grid}}&lt;br /&gt;
::Invert what is considered the object and what is not.&lt;br /&gt;
:{{Literal|Hexagonal}}&lt;br /&gt;
::Uses a hexagonal shaped grid instead of a rectangular one.&lt;br /&gt;
:{{Literal|Resolution}}&lt;br /&gt;
:: Resolution of the grid.&lt;br /&gt;
:{{Literal|Random}}&lt;br /&gt;
::Add a random offset to grid locations.&lt;br /&gt;
&lt;br /&gt;
; {{Literal|Use Modefier Stack}}&lt;br /&gt;
: Emit particles from mesh with modifiers applied (must use same subsurf level for viewport and render for correct results)&lt;br /&gt;
{{clr}}&lt;br /&gt;
&lt;br /&gt;
{{NiceTip|1=Your mesh must be watertight to emit particles from the volume.|2=Some modifiers like {{Literal|Edge Split}} break up the surface, in which case volume emission will not work correctly!}}&lt;br /&gt;
&lt;br /&gt;
{{Page/Footer|Doc:2.5/Manual/Physics/Particles|Doc:2.5/Manual/Physics/Particles/Physics}}&lt;/div&gt;</summary>
		<author><name>wiki&gt;Urkokul</name></author>
		
	</entry>
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