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nxBlend


Using nxBlend, you can blend the particle properties of radius, mass, color, scale and rotation with adjacent particles from the same or different emitters.


Set as Normal, by default, this blends the results of the different properties.

The alternatives are: Addition, Subtract, Multiply, Difference, Screen and Overlay.

Animation with the Blend setting of Normal.

In this animation, the Blend is set to Addition.

Blend set to Subtract, in this animation.

Here the Blend setting is Multiply.

This animation shows the Blend setting of Difference.

The Blend is set to Screen, here.

This final animation has the Blend setting of Overlay.

A particle’s properties will only be blended with its neighbor’s if the particles are within this Distance value.

Higher Distance settings will result in greater blending and lower settings will mean there is less blending.

Animation to demonstrate the Distance slider, increasing the blending distance around each particle.

Sets the strength of the blending process, the degree of blending from one particle to another.

This animation shows the blending Strength setting increased from 0 (zero) to 100% and then to 1000%.

This allows you to specify the length of time for which the modifier will affect a particle, by selecting the frame when you want your blending to end.

In this animation you can see the result of increasing the Max Blend parameter, from the duration of 5 frames up to 30 frames.

Check this box to blend the radii of the particles in the scene.

Enabling the Radius parameter, in this animation, to blend only the particle radii.

Check this box to blend the mass of the particles in the scene.

In this animation, the Mass and Color parameters are both being enabled, to blend particle mass and color.

Enabled by default, nxBlend is set up to blend colors.

Enabling the Color parameter only, to blend particle color.

Check this box to blend particle scale in the scene.

Check this box to blend particle rotation in the scene.


Gives you the option, should you have more than one emitter in the scene to adjust the weighting of the blend.

Drag and drop your emitters into this list.

Clicking and highlighting an emitter will give you a Weight parameter option.

Adjust this setting to give more or less weight to one emitter over another.

In this scene there are three emitters, but only the red and blue particle emitters are linked in the Weighting node tree. In this example, all emitters have full (100%) Weighting.

In this animation, the xpEmitter 1, on the left, has a Weight value of 0 (zero) %.

This animation demonstrates the opposite effect to the one above, with the Weight setting of xpEmitter 3, on the right, at 0 (zero) %.


To specify the group, drag and drop the desired Group object into this field.

This setting is useful if you want to ensure that the spawned particles are, or are not, affected by nxBlend.


The modifier’s settings can be mapped to particle data.

Use the dedicated manual page, below, for instructions on how this works.

Mapping


You can use the Fields options to control where nxBlend operates.


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