| |
Napalm |
Particle Storm 2 Pro |
Lightwave's PFX |
| Integrated into Layout |
Yes |
No |
Yes |
| React to Deformations, including Motion Designer 2K and Messiah |
Yes |
No |
No |
| Object Replacement |
Yes with Subobjects and Item Motion* |
Yes with Subobjects and Item Motion* |
Yes, but only with Linker |
| Use the polygons from an object as particles |
Yes |
Somewhat |
No |
| Remove particles from either part or all of scene on command |
Yes |
No |
No |
| Controllers can be set to effect only specified particles |
Yes, thru a list of ways, Bounding Shapes, Particle Numbers, Age, Time, Speed, Velocity, and others |
Yes, but only thru Effect Object and Bounding Shape |
Yes, but only thru Groups |
| Particle Motions can reference Layout Motions |
Yes, thru Flocking or Mimic** |
Yes, thru Flocking or Mimic** |
Yes, thru Flocking Only |
| Has a Channel Modifier Plugin |
Yes, can it can easily reference anything about the particle: age, position, velocity, speed, mass, color, rotation, contact age, and size. |
No |
Yes, but extremely limited |
| Interact with Impact v2 |
Yes, napalm particles can interact with Impact Objects and effect them |
No |
No |
| Support for Weight Maps and Point Groups |
Yes, thru out the program |
No |
No |
| Use Particles to create an object |
Yes with the improved Assembler feature |
Yes, but a little quirky |
No |
| ForceFields?Drag? |
Yes, Yes |
Yes, Yes |
No, No |
| Envelopable thru the Graph Editor |
Yes, ALL controller properties can be animated thru the graph editor and its channel modifiers |
No |
Yes, but only a few things |
| Can be controlled thru expressions |
Yes, ALL Controller properties can be tied to expressions |
No |
Yes, but only a few things |
| Gives the user God-like control over the particles |
Yes!! |
No |
No |
|
* Subobjects refers to the system's ability to use Objects as particles, where as Item Motion refers to the system's ability to let an Object reference a particle for its motion
** Flocking is where the particles are attracted to a Layout Item and try to reach it, Mimic is where the particles follow the exact path of a layout item. In Napalm, Mimic can control the particles by a relative or absolute control.
|