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@@ -287,11 +287,11 @@ randomness ratio.
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Emission Shapes
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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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+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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-Ensure that a ParticlesMaterial is set, and the Particles2D node is selected.
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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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.. image:: img/emission_shapes1.png
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@@ -313,13 +313,18 @@ Three types of emission masks can be generated from a texture:
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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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+
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.. image:: img/emission_mask_solid.gif
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+
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- Border Pixels: Particles will spawn from the outer edges of the texture.
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+
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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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+
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+- Directed Border Pixels: Similar to Border Pixels, but adds extra
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+ information to the mask to give particles the ability to emit away
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+ 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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+
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.. image:: img/emission_mask_directed_border.gif
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Emission Colors
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@@ -331,7 +336,7 @@ Once you click "OK", the mask will be generated and set to the ParticlesMaterial
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.. image:: img/emission_shapes4.png
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-All of the values within this section have been automatically generated by the
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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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.. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
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