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@@ -166,8 +166,6 @@ means particles are drawn according to their emission order (default).
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ParticlesMaterial settings
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--------------------------
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-Particles2D > Process Material > Material > drop-down menu > Edit:
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-
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.. Commented out as not implemented in 3.x for now.
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..
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Direction
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@@ -285,3 +283,56 @@ Hue variation
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The ``Variation`` value sets the initial hue variation applied to each
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particle. The ``Variation Random`` value controls the hue variation
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randomness ratio.
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+
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+Emission Shapes
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+---------------
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+
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+ParticlesMaterials allow you to set an Emission Mask, which dictates
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+the area and direction in which particles are emitted.
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+These can be generated from textures in your project.
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+
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+Ensure that a ParticlesMaterial is set, and the Particles2D node is selected.
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+A "Particles" menu should appear in the Toolbar:
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+
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+.. image:: img/emission_shapes1.png
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+
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+Open it and select "Load Emission Mask":
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+
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+.. image:: img/emission_shapes2.png
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+
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+Then select which texture you want to use as your mask:
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+
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+.. image:: img/emission_shapes3.png
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+
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+A dialog box with several settings will appear.
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+
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+Emission Mask
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+~~~~~~~~~~~~~
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+
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+Three types of emission masks can be generated from a texture:
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+
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+- Solid Pixels: Particles will spawn from any area of the texture,
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+ excluding transparent areas.
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+.. image:: img/emission_mask_solid.gif
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+- Border Pixels: Particles will spawn from the outer edges of the texture.
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+.. image:: img/emission_mask_border.gif
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+- Directed Border Pixels: Similar to Border Pixels, but adds
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+ extra information to the mask to give particles the ability to emit
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+ away from the borders. Note that an ``Initial Velocity`` will need to
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+ be set in order to utilize this.
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+.. image:: img/emission_mask_directed_border.gif
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+
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+Emission Colors
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+~~~~~~~~~~~~~~~
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+
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+``Capture from Pixel`` will cause the particles to inherit the color of the mask at their spawn points.
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+
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+Once you click "OK", the mask will be generated and set to the ParticlesMaterial, under the ``Emission Shape`` section:
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+
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+.. image:: img/emission_shapes4.png
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+
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+All of the values within this section have been automatically generated by the
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+"Load Emission Mask" menu, so they should generally be left alone.
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+
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+.. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
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+ The "Load Emission Mask" menu should always be used instead.
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