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Merge pull request #1012 from skyace65/Update_ParticleSystems(2D)

Update Particle Systems (2D) page
Max Hilbrunner 7 years ago
parent
commit
0f415ed1a4

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learning/features/2d/img/particles1.png


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learning/features/2d/img/particles2.png


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learning/features/2d/img/particles_material.png


+ 154 - 139
learning/features/2d/particle_systems_2d.rst

@@ -22,9 +22,21 @@ Particles2D
 
 
 Particle systems are added to the scene via the
 Particle systems are added to the scene via the
 :ref:`Particles2D <class_Particles2D>`
 :ref:`Particles2D <class_Particles2D>`
-node. They are enabled by default and start emitting white points
-downwards (as affected by the gravity). This provides a reasonable
-starting point to start adapting it to our needs.
+node. However, after creating that node you will notice that only a white dot was created, 
+and that there is a warning icon next to your Particles2D node in the inspector. This 
+is because the node needs a ParticlesMaterial to function.
+
+ParticlesMaterial
+~~~~~~~~~~~~~~~~~
+
+To add a process material to your particles node, go to Process Material in
+your inspector panel. Click on the box next to material, and from the dropdown
+menu select New Particles Material. 
+
+.. image:: img/particles_material.png
+
+Your Particles2D node should now be emitting
+white points downward.
 
 
 .. image:: img/particles1.png
 .. image:: img/particles1.png
 
 
@@ -37,11 +49,113 @@ the relevant texture property:
 
 
 .. image:: img/particles2.png
 .. image:: img/particles2.png
 
 
-Physics variables
------------------
+Time Parameters
+===============
+
+Lifetime
+--------
+
+The time in seconds that every particle will stay alive. When lifetime
+ends, a new particle is created to replace it.
+
+Lifetime: 0.5
+
+.. image:: img/paranim14.gif
+
+Lifetime: 4.0
+
+.. image:: img/paranim15.gif
+
+One Shot
+--------
+
+When enabled, a Particles2D node will emit all of it's particles once 
+and then never again.
+
+Preprocess
+----------
+
+Particle systems begin with 0 particles emitted, then start emitting.
+This can be an inconvenience when just loading a scene and systems like
+a torch, mist, etc begin emitting the moment you enter. Preprocess is
+used to let the system process a given amount of seconds before it is
+actually shown the first time.
+
+Speed Scale
+-----------
+
+The speed scale has a default value of 1, and is used to adjust the 
+speed of a particle system. Lowering the value will make the particles 
+slower, increaseing the value will make the particles much faster.
+
+Explosiveness
+-------------
+
+If lifetime is 1 and there are 10 particles, it means every particle
+will be emitted every 0.1 seconds. The explosiveness parameter changes
+this, and forces particles to be emitted all together. Ranges are:
+
+-  0: Emit all particles together.
+-  1: Emit particles at equal interval.
+
+Values in the middle are also allowed. This feature is useful for
+creating explosions or sudden bursts of particles:
+
+.. image:: img/paranim18.gif
+
+Randomness
+----------
+
+All physics parameters can be randomized. Random variables go from 0 to
+1. The formula to randomize a parameter is:
+
+::
 
 
-Before taking a look at the global parameters for the particle system,
-let's first see what happens when the physics variables are tweaked.
+    initial_value = param_value + param_value*randomness
+
+Fixed FPS
+---------
+
+This setting can be used to set the particle system to render at a fixed 
+FPS. For instance, changing the FPS to 2 will make the particles render 
+every 2 frames a second, however it will not slow down. 
+
+Fract Delta
+-----------
+
+This can be used to turn Fract Delta on or off.
+
+Drawing Parameters 
+==================
+
+Visability Rect
+---------------
+ 
+The W and H values control width and height of the visability rectnagle 
+respectively. The X and Y values control the position of the Upper left 
+corner of the visability rectangle relative to the particle emitter.
+
+Local Coords
+------------
+
+By default this option is on, and it means that the space that particles
+are emitted to is contained within the node. If the node is moved, all
+particles are moved with it:
+
+.. image:: img/paranim20.gif
+
+If disabled, particles will emit to global space, meaning that if the
+node is moved, the emissor is moved too:
+
+.. image:: img/paranim21.gif
+
+Draw Order
+----------
+
+The particle draw order can be set to index or lifetime.
+
+ParticlesMaterial settings
+==========================
 
 
 Direction
 Direction
 ---------
 ---------
@@ -67,8 +181,15 @@ in all directions.
 
 
 .. image:: img/paranim3.gif
 .. image:: img/paranim3.gif
 
 
-Linear velocity
----------------
+Gravity
+-------
+
+The gravity applied to every particle. 
+
+.. image:: img/paranim7.gif
+
+Initial Velocity
+----------------
 
 
 Linear velocity is the speed at which particles will be emitted (in
 Linear velocity is the speed at which particles will be emitted (in
 pixels/sec). Speed might later be modified by gravity or other
 pixels/sec). Speed might later be modified by gravity or other
@@ -76,7 +197,12 @@ accelerations (as described further below).
 
 
 .. image:: img/paranim4.gif
 .. image:: img/paranim4.gif
 
 
-Spin velocity
+Angular Velocity
+----------------
+
+Angular velocity is the inital angular velocity applied to particles.
+
+Spin Velocity
 -------------
 -------------
 
 
 Spin velocity is the speed at which particles turn around their center
 Spin velocity is the speed at which particles turn around their center
@@ -84,22 +210,19 @@ Spin velocity is the speed at which particles turn around their center
 
 
 .. image:: img/paranim5.gif
 .. image:: img/paranim5.gif
 
 
-Orbit velocity
+Orbit Velocity
 --------------
 --------------
 
 
 Orbit velocity is used to make particles turn around their center.
 Orbit velocity is used to make particles turn around their center.
 
 
 .. image:: img/paranim6.gif
 .. image:: img/paranim6.gif
 
 
-Gravity direction & strength
-----------------------------
-
-Gravity can be modified as in direction and strength. Gravity affects
-every particle currently alive.
+Linear Acceleration
+-------------------
 
 
-.. image:: img/paranim7.gif
+The linear acceleration applied to each particle.
 
 
-Radial acceleration
+Radial Acceleration
 -------------------
 -------------------
 
 
 If this acceleration is positive, particles are accelerated away from
 If this acceleration is positive, particles are accelerated away from
@@ -107,7 +230,7 @@ the center. If negative, they are absorbed towards it.
 
 
 .. image:: img/paranim8.gif
 .. image:: img/paranim8.gif
 
 
-Tangential acceleration
+Tangential Acceleration
 -----------------------
 -----------------------
 
 
 This acceleration will use the tangent vector to the center. Combining
 This acceleration will use the tangent vector to the center. Combining
@@ -124,137 +247,29 @@ high linear velocity and then stop as they fade.
 
 
 .. image:: img/paranim10.gif
 .. image:: img/paranim10.gif
 
 
-Initial angle
--------------
+Angle
+-----
 
 
 Determines the initial angle of the particle (in degress). This parameter
 Determines the initial angle of the particle (in degress). This parameter
 is mostly useful randomized.
 is mostly useful randomized.
 
 
 .. image:: img/paranim11.gif
 .. image:: img/paranim11.gif
 
 
-Initial & final size
---------------------
+Scale
+-----
 
 
-Determines the initial and final scales of the particle.
+Determines the initial scale of the particles.
 
 
 .. image:: img/paranim12.gif
 .. image:: img/paranim12.gif
 
 
-Color phases
-------------
-
-Particles can use up to 4 color phases. Each color phase can include
-transparency.
-
-Phases must provide an offset value from 0 to 1, and always in
-ascending order. For example, a color will begin at offset 0 and end
-in offset 1, but 4 colors might use different offsets, such as 0, 0.2,
-0.8 and 1.0 for the different phases:
-
-.. image:: img/particlecolorphases.png
-
-Will result in:
-
-.. image:: img/paranim13.gif
-
-Global parameters
------------------
-
-These parameters affect the behavior of the entire system.
-
-Lifetime
---------
-
-The time in seconds that every particle will stay alive. When lifetime
-ends, a new particle is created to replace it.
-
-Lifetime: 0.5
-
-.. image:: img/paranim14.gif
-
-Lifetime: 4.0
-
-.. image:: img/paranim15.gif
-
-Timescale
----------
-
-It happens often that the effect achieved is perfect, except too fast or
-too slow. Timescale helps adjust the overall speed.
-
-Timescale everything 2x:
-
-.. image:: img/paranim16.gif
-
-Preprocess
-----------
-
-Particle systems begin with 0 particles emitted, then start emitting.
-This can be an inconvenience when just loading a scene and systems like
-a torch, mist, etc begin emitting the moment you enter. Preprocess is
-used to let the system process a given amount of seconds before it is
-actually shown the first time.
-
-Emit timeout
-------------
-
-This variable will switch emission off after given amount of seconds
-being on. When zero, it is disabled.
-
-Offset
-------
-
-Allows to move the emission center away from the center
-
-Half extents
-------------
-
-Makes the center (by default 1 pixel) wider, to the size in pixels
-desired. Particles will emit randomly inside this area.
-
-.. image:: img/paranim17.gif
-
-It is also possible to set an emission mask by using this value. Check
-the "Particles" menu on the 2D scene editor viewport and select your
-favorite texture. Opaque pixels will be used as potential emission
-location, while transparent ones will be ignored:
-
-.. image:: img/paranim19.gif
-
-Local space
------------
-
-By default this option is on, and it means that the space that particles
-are emitted to is contained within the node. If the node is moved, all
-particles are moved with it:
-
-.. image:: img/paranim20.gif
-
-If disabled, particles will emit to global space, meaning that if the
-node is moved, the emissor is moved too:
+Color
+-----
 
 
-.. image:: img/paranim21.gif
+Used to change the color of the particles being emitted.
 
 
-Explosiveness
+Hue variation
 -------------
 -------------
 
 
-If lifetime is 1 and there are 10 particles, it means every particle
-will be emitted every 0.1 seconds. The explosiveness parameter changes
-this, and forces particles to be emitted all together. Ranges are:
-
--  0: Emit all particles together.
--  1: Emit particles at equal interval.
-
-Values in the middle are also allowed. This feature is useful for
-creating explosions or sudden bursts of particles:
-
-.. image:: img/paranim18.gif
-
-Randomness
-----------
-
-All physics parameters can be randomized. Random variables go from 0 to
-1. The formula to randomize a parameter is:
-
-::
-
-    initial_value = param_value + param_value*randomness
+The variation value sets the inital hue variation applied to each 
+particle. The Variation rand value controls the hue variation
+randomness ratio.