Component:ParticleStyle: Difference between revisions

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{{Infobox Component
{{Infobox Component
|Image=ParticleStyleComponent.png
|Image=Particlestyle.png
|Name=Particle Style
|Name=Particle Style
}}{{stub}}
}}
A '''Particle Style''' defines the visual appearance and behavior for a [[Component:ParticleSystem|ParticleSystem]].


A ParticleStyle defines the visual appearance for a [[Component:ParticleSystem|ParticleSystem]].
== Fields ==
 
== Usage ==
{{Table ComponentFields
{{Table ComponentFields
|MotionVectorMode|MotionVectorMode|
|Renderer|IParticleRenderer| How to render the particles for systems this is assigned to.
|MinStartLifetime|Float|The shortest amount of time a particle will potentially exist
|Modules|{{RootFieldType|SyncRefList`1|[[Type:IParticleSystemSubsystem|IParticleSystemSubsystem]]}}|TypeAdv1=true| A list of modules to influence how the particle system looks and behaves.
|MaxStartLifetime|Float|the longest amount of time a particle will potentially exist
|UseSystemLocalScale|Bool| Whether particles should rely on the particle system's simulation space for scale.
|MinStartSize|Float|A multiplier for the smallest size a particle can potentially be
|ParticleScaleMode|ScaleMultiplierMode| How to scale particles during simulation for this style.
|MaxStartSize|Float|A multiplier for the largest size a particle can potentially be
|UseSystemLocalRotation|Bool| Whether particles should rely on the particle system's simulation space for rotation.
|MinStartSpeed|Float|
The slowest a particle will potentially be emitted in meters per second
|MaxStartSpeed|Float|
 
The fastest a particle will potentially be emitted in meters per second
|MinStartRotation|Float|The lowest amount of degrees around its emission axis a particle will potentially be emitted at
|MaxStartRotation|Float|The highest amount of degrees around its emission axis a particle will potentially be emitted at
|MinStartAngularVelocity|Float|The lowest amount of spin a particle will potentially have on emission in degrees per second
|MaxStartAngularVelocity|Float|The highest amount of spin a particle will potentially have on emission in degrees per second
|Use3DRotation|Bool|Whether or not the particles will be affected by the 3D rotation inputs
|MinStartRotation3D|Float3|The lowest amount of degrees a particle will potentially be rotated by on emission as an Euler angle
|MaxStartRotation3D|Float3|The highest amount of degrees a particle will potentially be rotated by on emission as an Euler angle
|MinStartAngularVelocity3D|Float3|The lowest amount of spin a particle will potentially have on emission in degrees per second as an Euler angle
|MaxStartAngularVelocity3D|Float3|The highest amount of spin a particle will potentially have on emission in degrees per second as an Euler angle
|GravityStrength|Float|How strongly gravity affects the emitted particles as a multiplier (i.e. setting this to 1 applies standard Earth gravity)
|MinStartColor|ColorX|
|MaxStartColor|ColorX|
|UseColorOverLifetime|Bool|
|AlphaOverLifetime|{{RootFieldType|SyncLinear`1|[[Type:Float|Float]]}}|TypeAdv20=true|
|ColorOverLifetime|{{RootFieldType|SyncLinear`1|[[Type:ColorX|ColorX]]}}|TypeAdv21=true|
|Collisions|Bool|Whether or not the emitted particles will react to colliders
|Bounce|Float|A multiplier for the velocity lost when the particle collides with something (1 is a perfectly elastic bounce, 0.5 loses half speed on collision, etc)
|LifetimeLoss|Float|A multiplier for how much of its remaining lifetime a particle loses on collision
|Material|{{RootFieldType|AssetRef`1|[[Type:Material|Material]]}}|TypeAdv25=true|The material that will be used by the particles
|TrailMaterial|{{RootFieldType|AssetRef`1|[[Type:Material|Material]]}}|TypeAdv26=true|The material that will be used by the trails of the particles
|Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv27=true|The mesh (if any) that will be used by the particles.
|Alignment|ParticleAlignment|Facing: Particles always face the viewport position. Velocity: Particles face the direction they're moving. View: Particles align to the viewport plane. Local: Particles align with the space of this component. World: Particles align to the z-axis of the world.
|LengthScale|Float|
|VelocityScale|Float|
|MinParticleSize|Float|
|MaxParticleSize|Float|
|ParticleTrails|ParticleTrailMode|PerParticle: Each particle gets a trail. Ribbon: One trail connects each particle in the order they were emitted.
|TrailRatio|Float|A multiplier for how likely a particle is to have a trail. Only affects PerParticle trail mode
|RibbonCount|Int|
|TrailMinimumVertexDistance|Float|
|TrailWorldSpace|Bool|
|TrailDiesWithParticle|Bool|Allows the trail to complete its full lifetime even if the particle it's attached to disappears
|ParticleSizeAffectsTrailWidth|Bool|Whether or not the particle size affects the trail width
|ParticleSizeAffectsTrailLifetime|Bool|Whether or not the particle size affects the trail lifetime
|InheritTrailColorFromParticle|Bool|Whether or not the particle color affects the trail color
|TrailTextureMode|ParticleTrailTextureMode|
|MinTrailLifetime|Float|The lower limit for how long the trail will last behind the particle
|MaxTrailLifetime|Float|The higher limit for how long the trail will last behind the particle
|MinTrailColor|ColorX|
|MaxTrailColor|ColorX|
|MinTrailWidth|Float|The lower limit for the potential trail width
|MaxTrailWidth|Float|The lower limit for the potential trail width
|GenerateLightingDataForTrails|Bool|
|Light|{{RootFieldType|RelayRef`1|[[Component:Light|Light]]}}|TypeAdv50=true|
|LightsRatio|Float|
|LightRandomDistribution|Bool|
|LightsUseParticleColor|Bool|
|SizeAffectsLightRange|Bool|
|AlphaAffectsLightIntensity|Bool|
|LightRangeMultiplier|Float|
|LightIntensityMultiplier|Float|
|MaximumLights|Int|
|AnimationTiles|Int2|
|AnimationCycles|Int|
|AnimationType|ParticleAnimationType|
|UseRowIndex|Int|
|UseRandomRow|Bool|
}}
}}


== Behavior ==
== Usage ==
Common Transition Templates:
Used with a [[Component:ParticleSystem|ParticleSystem]] to create the visuals and behavior for particles. multiple <code>Modules</code> can be used to make a variety of effects. Ranging from wind, laser dust swirling after firing, beat visualizers, element bending, and even accretion disks from black holes, the possibilities are endless.
 
There are 6 quick transition templates for Fade In and Fade out. Alpha fades between 0 and 1 and Intensity fading between <code>[0,0,0,1,sRGB]</code> (Black) and <code>[1,1,1,1,sRGB]</code> (White)
{| class="wikitable"
!Transition
!Generated fade positions
|-
|Alpha Fade In & Fade Out
|0% - 10%, 90% - 100%
|-
|Alpha Fade In
|0% - 10%
|-
|Alpha Fade Out
|90% - 100%
|-
|Intensity Fade In & Fade Out
|0% - 10%, 90% - 100%
|-
|Intensity Fade In
|0% - 10%
|-
|Intensity Fade Out
|90% - 100%
|}
Clear Fades will clear all transitions on both <code>AlphaOverLifetime</code> and <code>ColorOverLifetime</code>, along with setting <code>UseColorOverLifetime</code> to false


== Examples ==
== Examples ==
{{stub}}


== See Also ==
== See Also ==
* [[Component:ParticleSystem|ParticleSystem]]


[[Category:Components:Rendering:Particle System{{#translation:}}|Particle Style]]
[[Category:Components:Rendering:Particle System{{#translation:}}|Particle Style]]
[[Category:Components{{#translation:}}|Particle Style]]
[[Category:Components{{#translation:}}|Particle Style]]
[[Category:ComponentStubs]]

Latest revision as of 00:10, 1 April 2025

Component image 
Particle Style component as seen in the Scene Inspector

A Particle Style defines the visual appearance and behavior for a ParticleSystem.

Fields

Fields
Name Type Description
persistent Bool Determines whether or not this item will be saved to the server.
UpdateOrder Int Controls the order in which this component is updated.
Enabled Bool Controls whether or not this component is enabled. Some components stop their functionality when this field is disabled, but some don't.
Renderer IParticleRenderer How to render the particles for systems this is assigned to.
Modules list of IParticleSystemSubsystem A list of modules to influence how the particle system looks and behaves.
UseSystemLocalScale Bool Whether particles should rely on the particle system's simulation space for scale.
ParticleScaleMode ScaleMultiplierMode How to scale particles during simulation for this style.
UseSystemLocalRotation Bool Whether particles should rely on the particle system's simulation space for rotation.

Usage

Used with a ParticleSystem to create the visuals and behavior for particles. multiple Modules can be used to make a variety of effects. Ranging from wind, laser dust swirling after firing, beat visualizers, element bending, and even accretion disks from black holes, the possibilities are endless.

Examples

This article or section is a Stub. You can help the Resonite Wiki by expanding it.

See Also