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@@ -113,11 +113,22 @@ That's what the ``Interpolate`` property does. It blends particle properties bet
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updates so that even a particle system running at ``10`` FPS appears as smooth as
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updates so that even a particle system running at ``10`` FPS appears as smooth as
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running at ``60``.
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running at ``60``.
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+.. note::
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+
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+ When using :ref:`particle collision <doc_3d_particles_collision>`, tunneling can occur
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+ if the particles move fast and colliders are thin. This can be remedied by increasing
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+ ``Fixed FPS`` (at a performance cost).
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+
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.. _doc_3d_particles_properties_collision:
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.. _doc_3d_particles_properties_collision:
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Collision properties
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Collision properties
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~~~~~~~~~~~~~~~~~~~~
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~~~~~~~~~~~~~~~~~~~~
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+.. seealso::
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+
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+ Setting up particle collision requires following further steps described in
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+ :ref:`doc_3d_particles_collision`.
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+
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The ``Base Size`` property defines each particle's default collision size, which is used
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The ``Base Size`` property defines each particle's default collision size, which is used
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to check whether a particle is currently colliding with the environment. You would usually want this
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to check whether a particle is currently colliding with the environment. You would usually want this
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to be about the same size as the particle. It can make sense to increase this value
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to be about the same size as the particle. It can make sense to increase this value
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@@ -141,7 +152,8 @@ box as small as possible.
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One thing to keep in mind when you set a size for the ``Visibility AABB`` is that particles
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One thing to keep in mind when you set a size for the ``Visibility AABB`` is that particles
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that are outside of its bounds disappear instantly when it leaves the camera's field of view.
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that are outside of its bounds disappear instantly when it leaves the camera's field of view.
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-This, while not technically a bug, can have a negative effect on the visual experience.
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+Particle collision will also not occur outside the ``Visibility AABB``.
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+While not technically a bug, this can have a negative effect on the visual experience.
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When the ``Local Coords`` property is checked, all particle calculations use the local
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When the ``Local Coords`` property is checked, all particle calculations use the local
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coordinate system to determine things like up and down, gravity, and movement direction.
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coordinate system to determine things like up and down, gravity, and movement direction.
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