Examples for Assignment 4

Note: These are only for general reference - your solution might look differently and still be a correct one. Just make sure you are observing a correct solution. Don't focus on replicating these examples exactly.
Examples here are shown using base texture selected in Display Options

Basic

Particles should be emitted from a sphere surface as defined in systemSettings.js and travel along the normal of the sphere at the spawn position. You might scale the velocity vector to make particles travel faster.
basic_1
basic
basic_2
basic

Fountain

Particles should be emitted with velocity vector pointing up and then fall off to the ground with gravity. Again you might wish to change these parameters in systemSettings.js. Difference between sink and bounce versions should be that for sink particles are killed as they reach ground plane. Check utils.js for function that kills particles.
fountain_1
fountain
fountain_2
fountain
fountain_3
fountain
fountain_4
fountain - bounce
fountain_5s
fountain - sink

Attractor

Particles should be shot just as in basic, however their trajectory is affected by the attractor in space. Particles should now speed to that position in space. This will look vastly different depending on where you wish to place your attractor (systemSettings.js) and whether you decide for introduction of different attenuation. In this example, we attenuate the influence of the force with the distance between particle and attractor.
attractor_1
attractor
attractor_2
attractor

Animated

Particles should be generated by using data returned by getMorphedMesh() function. You might wish to add some randomness to the generated particle velocity for nice visual effect.
horse_1
animated
horse_2
animated
horse_3
animated

Cloth

Here the cloth should fall down and interact with the sphere. Depending on the cloth parameters ( see slides on for Hooke's law parameters ) your animation might look slightly different.
cloth_1
animated
cloth_2
animated
cloth_3
animated