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@@ -26,6 +26,30 @@ lifetime. A value of ``0`` means there is no randomness at all and all particles
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the same amount of time, set by the :ref:`Lifetime <doc_3d_particles_properties_time>` property. A value of ``1`` means
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that a particle's lifetime is completely random within the range of [0.0, ``Lifetime``].
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+Particle flags
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+--------------
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+
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+The ``Align Y`` property aligns each particle's Y-axis with its velocity. Enabling this
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+property is the same as setting the :ref:`Transform Align <doc_3d_particles_properties_draw>` property to
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+``Y to Velocity``.
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+
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+The ``Rotate Y`` property works with the properties in the `Angle <#angle>`__ and
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+`Angular Velocity <#angular-velocity>`__ groups to control particle rotation. ``Rotate Y``
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+has to be enabled if you want to apply any rotation to particles. The exception to this
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+is any particle that uses the :ref:`Standard Material <doc_standard_material_3d>`
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+where the ``Billboard`` property is set to ``Particle Billboard``. In that case, particles
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+rotate even without ``Rotate Y`` enabled.
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+
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+When the ``Disable Z`` property is enabled, particles will not move along the Z-axis.
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+Whether that is going to be the particle system's local Z-axis or the world Z-axis is
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+determined by the :ref:`Local Coords <doc_3d_particles_properties_draw>` property.
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+
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+The ``Daming as Friction`` property changes the behavior of damping from a constant
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+deceleration to a deceleration based on speed.
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+
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+Spawn
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+-----
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+
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.. _doc_process_material_properties_shapes:
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Emission shape
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@@ -61,38 +85,14 @@ In addition to these relatively simple shapes, you can select the ``Points`` or
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:ref:`Complex emission shapes <doc_3d_particles_complex_shapes>` section for a detailed
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explanation of how to set these up.
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-Particle flags
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-~~~~~~~~~~~~~~
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-
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-The ``Align Y`` property aligns each particle's Y-axis with its velocity. Enabling this
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-property is the same as setting the :ref:`Transform Align <doc_3d_particles_properties_draw>` property to
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-``Y to Velocity``.
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-
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-The ``Rotate Y`` property works with the properties in the `Angle <#angle>`__ and
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-`Angular Velocity <#angular-velocity>`__ groups to control particle rotation. ``Rotate Y``
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-has to be enabled if you want to apply any rotation to particles. The exception to this
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-is any particle that uses the :ref:`Standard Material <doc_standard_material_3d>`
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-where the ``Billboard`` property is set to ``Particle Billboard``. In that case, particles
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-rotate even without ``Rotate Y`` enabled.
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-
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-When the ``Disable Z`` property is enabled, particles will not move along the Z-axis.
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-Whether that is going to be the particle system's local Z-axis or the world Z-axis is
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-determined by the :ref:`Local Coords <doc_3d_particles_properties_draw>` property.
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-
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-Gravity
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-~~~~~~~
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-
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-The next few property groups work closely together to control particle movement and rotation.
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-``Gravity`` drags particles in the direction it points at, which is straight down at the strength
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-of Earth's gravity by default. Gravity affects all particle movement.
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-If your game uses physics and the world's gravity can change at runtime, you can use this property
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-to keep the game's gravity in sync with particle gravity. A ``Gravity`` value of ``(X=0,Y=0,Z=0)`` means
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-no particle will ever move at all if none of the other movement properties are set.
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-
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-.. figure:: img/particle_gravity.webp
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- :alt: Different values for particle gravity
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+Angle
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+~~~~~
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- Left\: (X=0,Y=-9.8,Z=0), middle\: (X=0,Y=9.8,Z=0), right\: (X=4,Y=2,Z=0).
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+The ``Angle`` property controls a particle's starting rotation `as described above <#process-material-properties>`__.
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+In order to have an actual effect on the particle, you have to enable one of two properties: `Rotate Y <#particle-flags>`__
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+rotates the particle around the particle system's Y-axis. The ``Billboard`` property in
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+the :ref:`Standard Material <doc_standard_material_3d>`, if it is set to ``Particle Billboard``, rotates
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+the particle around the axis that points from the particle to the camera.
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Direction
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~~~~~~~~~
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@@ -140,6 +140,36 @@ values for either of these properties `as described above <#process-material-pro
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particles begin to move. The direction is multiplied by these values, so you can make particles
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move in the opposite direction by setting a negative velocity.
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+Accelerations
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+-------------
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+
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+Gravity
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+~~~~~~~
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+
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+The next few property groups work closely together to control particle movement and rotation.
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+``Gravity`` drags particles in the direction it points at, which is straight down at the strength
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+of Earth's gravity by default. Gravity affects all particle movement.
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+If your game uses physics and the world's gravity can change at runtime, you can use this property
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+to keep the game's gravity in sync with particle gravity. A ``Gravity`` value of ``(X=0,Y=0,Z=0)`` means
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+no particle will ever move at all if none of the other movement properties are set.
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+
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+.. figure:: img/particle_gravity.webp
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+ :alt: Different values for particle gravity
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+
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+ Left\: (X=0,Y=-9.8,Z=0), middle\: (X=0,Y=9.8,Z=0), right\: (X=4,Y=2,Z=0).
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+
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+Angular velocity
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+~~~~~~~~~~~~~~~~
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+
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+``Angular Velocity`` controls a particle's speed of rotation `as described above <#process-material-properties>`__.
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+You can reverse the direction by using negative numbers for ``Velocity Min`` or ``Velocity Max``. Like the
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+`Angle <#angle>`__ property, the rotation will only be visible if the `Rotate Y <#particle-flags>`__ flag is set
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+or the ``Particle Billboard`` mode is selected in the :ref:`Standard Material <doc_standard_material_3d>`.
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+
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+.. note::
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+
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+ The `Damping <#damping>`__ property has no effect on the angular velocity.
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+
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Linear acceleration
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~~~~~~~~~~~~~~~~~~~
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@@ -214,26 +244,15 @@ is slowed down a little unless the total acceleration is greater than the dampin
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it isn't, the particle will keep slowing down until it doesn't move at all. The greater the value, the less
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time it takes to bring particles to a complete halt.
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-Angle
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-~~~~~
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-
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-The ``Angle`` property controls a particle's starting rotation `as described above <#process-material-properties>`__.
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-In order to have an actual effect on the particle, you have to enable one of two properties: `Rotate Y <#particle-flags>`__
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-rotates the particle around the particle system's Y-axis. The ``Billboard`` property in
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-the :ref:`Standard Material <doc_standard_material_3d>`, if it is set to ``Particle Billboard``, rotates
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-the particle around the axis that points from the particle to the camera.
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-
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-Angular velocity
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-~~~~~~~~~~~~~~~~
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-
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-``Angular Velocity`` controls a particle's speed of rotation `as described above <#process-material-properties>`__.
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-You can reverse the direction by using negative numbers for ``Velocity Min`` or ``Velocity Max``. Like the
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-`Angle <#angle>`__ property, the rotation will only be visible if the `Rotate Y <#particle-flags>`__ flag is set
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-or the ``Particle Billboard`` mode is selected in the :ref:`Standard Material <doc_standard_material_3d>`.
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+Attractor interaction
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+~~~~~~~~~~~~~~~~~~~~~
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-.. note::
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+If you want the particle system to interact with :ref:`particle attractors <doc_3d_particles_attractors>`,
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+you have to check the ``Enabled`` property. When it is disabled, the particle system
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+ignores all particle attractors.
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- The `Damping <#damping>`__ property has no effect on the angular velocity.
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+Display
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+-------
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Scale
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~~~~~
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@@ -293,17 +312,6 @@ limits the available colors to the closest neighbors of the original color.
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Different values for hue variation, both times with blue as base color: 0.6 (left) and 0.1 (right)
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-.. _doc_process_material_properties_turbulence:
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-
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-Turbulence
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-~~~~~~~~~~
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-
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-Turbulence adds noise to particle movement, creating interesting and lively patterns.
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-Check the box next to the ``Enabled`` property to activate it. A number
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-of new properties show up that control the movement speed, noise pattern and overall influence
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-on the particle system. You can find a detailed explanation of these in the section on
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-:ref:`particle turbulence <doc_3d_particles_turbulence>`.
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-
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.. _doc_process_material_properties_animation:
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Animation
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@@ -376,41 +384,21 @@ the particle is simulated on every rendered frame. If this is not an option for
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your use case, set **Fixed FPS** to be equal to the effective framerate used by
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the flipbook animation (see above for the formula).
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-.. _doc_process_material_properties_subemitter:
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-
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-Sub-emitter
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-~~~~~~~~~~~
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-
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-.. figure:: img/particle_sub_mode.webp
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- :alt: Sub-emitter modes
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- :align: right
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-
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- The available sub-emitter modes
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-
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-The ``Mode`` property controls how and when sub-emitters are spawned. Set it to ``Disabled``
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-and no sub-emitters will ever be spawned. Set it to ``Constant`` to make sub-emitters
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-spawn continuously at a constant rate. The ``Frequency`` property controls how often
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-that happens within the span of one second. Set the mode to ``At End`` to make the sub-emitter
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-spawn at the end of the parent particle's lifetime, right before it is destroyed. The
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-``Amount At End`` property controls how many sub-emitters will be spawned. Set the
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-mode to ``At Collision`` to make sub-emitters spawn when a particle collides with the
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-environment. The ``Amount At Collision`` property controls how many sub-emitters will be spawned.
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-
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-When the ``Keep Velocity`` property is enabled, the newly spawned sub-emitter starts off
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-with the parent particle's velocity at the time the sub-emitter is created.
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+.. _doc_process_material_properties_turbulence:
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-See the :ref:`Sub-emitters <doc_3d_particles_subemitters>` section in this manual for a detailed explanation of how
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-to add a sub-emitter to a particle system.
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+Turbulence
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+~~~~~~~~~~
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-Attractor interaction
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-~~~~~~~~~~~~~~~~~~~~~
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+Turbulence adds noise to particle movement, creating interesting and lively patterns.
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+Check the box next to the ``Enabled`` property to activate it. A number
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+of new properties show up that control the movement speed, noise pattern and overall influence
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+on the particle system. You can find a detailed explanation of these in the section on
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+:ref:`particle turbulence <doc_3d_particles_turbulence>`.
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-If you want the particle system to interact with :ref:`particle attractors <doc_3d_particles_attractors>`,
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-you have to check the ``Enabled`` property. When it is disabled, the particle system
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-ignores all particle attractors.
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+.. _doc_process_material_properties_subemitter:
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Collision
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-~~~~~~~~~
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+---------
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The ``Mode`` property controls how and if emitters collide with particle collision nodes. Set it
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to ``Disabled`` to disable any collision for this particle system. Set it to ``Hide On Contact``
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@@ -431,3 +419,27 @@ with random scale or scale that varies over time.
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You can learn more about particle collisions in the :ref:`Collisions <doc_3d_particles_collision>`
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section in this manual.
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+
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+Sub-emitter
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+-----------
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+
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+.. figure:: img/particle_sub_mode.webp
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+ :alt: Sub-emitter modes
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+ :align: right
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+
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+ The available sub-emitter modes
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+
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+The ``Mode`` property controls how and when sub-emitters are spawned. Set it to ``Disabled``
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+and no sub-emitters will ever be spawned. Set it to ``Constant`` to make sub-emitters
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+spawn continuously at a constant rate. The ``Frequency`` property controls how often
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+that happens within the span of one second. Set the mode to ``At End`` to make the sub-emitter
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+spawn at the end of the parent particle's lifetime, right before it is destroyed. The
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+``Amount At End`` property controls how many sub-emitters will be spawned. Set the
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+mode to ``At Collision`` to make sub-emitters spawn when a particle collides with the
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+environment. The ``Amount At Collision`` property controls how many sub-emitters will be spawned.
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+
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+When the ``Keep Velocity`` property is enabled, the newly spawned sub-emitter starts off
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+with the parent particle's velocity at the time the sub-emitter is created.
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+
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+See the :ref:`Sub-emitters <doc_3d_particles_subemitters>` section in this manual for a detailed explanation of how
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+to add a sub-emitter to a particle system.
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