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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]]. |
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| A ParticleStyle defines the visual appearance for a [[Component:ParticleSystem|ParticleSystem]].
| | == Fields == |
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| == 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|
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| The slowest a particle will potentially be emitted in meters per second
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| |MaxStartSpeed|Float|
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| The fastest a particle will potentially be emitted in meters per second
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| |MinStartRotation|Float|The lowest amount of degrees around its emission axis a particle will potentially be emitted at
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| |MaxStartRotation|Float|The highest amount of degrees around its emission axis a particle will potentially be emitted at
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| |MinStartAngularVelocity|Float|The lowest amount of spin a particle will potentially have on emission in degrees per second
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| |MaxStartAngularVelocity|Float|The highest amount of spin a particle will potentially have on emission in degrees per second
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| |Use3DRotation|Bool|Whether or not the particles will be affected by the 3D rotation inputs
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| |MinStartRotation3D|Float3|The lowest amount of degrees a particle will potentially be rotated by on emission as an Euler angle
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| |MaxStartRotation3D|Float3|The highest amount of degrees a particle will potentially be rotated by on emission as an Euler angle
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| |MinStartAngularVelocity3D|Float3|The lowest amount of spin a particle will potentially have on emission in degrees per second as an Euler angle
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| |MaxStartAngularVelocity3D|Float3|The highest amount of spin a particle will potentially have on emission in degrees per second as an Euler angle
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| |GravityStrength|Float|How strongly gravity affects the emitted particles as a multiplier (i.e. setting this to 1 applies standard Earth gravity)
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| |MinStartColor|ColorX|
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| |MaxStartColor|ColorX|
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| |UseColorOverLifetime|Bool|
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| |AlphaOverLifetime|{{RootFieldType|SyncLinear`1|[[Type:Float|Float]]}}|TypeAdv20=true| | |
| |ColorOverLifetime|{{RootFieldType|SyncLinear`1|[[Type:ColorX|ColorX]]}}|TypeAdv21=true|
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| |Collisions|Bool|Whether or not the emitted particles will react to colliders
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| |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)
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| |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
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| |TrailMaterial|{{RootFieldType|AssetRef`1|[[Type:Material|Material]]}}|TypeAdv26=true|The material that will be used by the trails of the particles
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| |Mesh|{{RootFieldType|AssetRef`1|[[Type:Mesh|Mesh]]}}|TypeAdv27=true|The mesh (if any) that will be used by the particles.
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| |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.
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| |LengthScale|Float| | |
| |VelocityScale|Float|
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| |MinParticleSize|Float|
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| |MaxParticleSize|Float|
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| |ParticleTrails|ParticleTrailMode|PerParticle: Each particle gets a trail. Ribbon: One trail connects each particle in the order they were emitted.
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| |TrailRatio|Float|A multiplier for how likely a particle is to have a trail. Only affects PerParticle trail mode
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| |RibbonCount|Int|
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| |TrailMinimumVertexDistance|Float| | |
| |TrailWorldSpace|Bool|
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| |TrailDiesWithParticle|Bool|Allows the trail to complete its full lifetime even if the particle it's attached to disappears
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| |ParticleSizeAffectsTrailWidth|Bool|Whether or not the particle size affects the trail width
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| |ParticleSizeAffectsTrailLifetime|Bool|Whether or not the particle size affects the trail lifetime
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| |InheritTrailColorFromParticle|Bool|Whether or not the particle color affects the trail color
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| |TrailTextureMode|ParticleTrailTextureMode|
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| |MinTrailLifetime|Float|The lower limit for how long the trail will last behind the particle
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| |MaxTrailLifetime|Float|The higher limit for how long the trail will last behind the particle
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| |MinTrailColor|ColorX|
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| |MaxTrailColor|ColorX|
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| |MinTrailWidth|Float|The lower limit for the potential trail width
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| |MaxTrailWidth|Float|The lower limit for the potential trail width
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| |GenerateLightingDataForTrails|Bool|
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| |Light|{{RootFieldType|RelayRef`1|[[Component:Light|Light]]}}|TypeAdv50=true|
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| |LightsRatio|Float|
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| |LightRandomDistribution|Bool|
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| |LightsUseParticleColor|Bool|
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| |SizeAffectsLightRange|Bool|
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| |AlphaAffectsLightIntensity|Bool|
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| |LightRangeMultiplier|Float|
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| |LightIntensityMultiplier|Float|
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| |MaximumLights|Int|
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| |AnimationTiles|Int2|
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| |AnimationCycles|Int|
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| |AnimationType|ParticleAnimationType|
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| |UseRowIndex|Int|
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| |UseRandomRow|Bool|
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| }} | | }} |
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| == 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. |
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| 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)
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| {| class="wikitable"
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| !Transition
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| !Generated fade positions
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| |-
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| |Alpha Fade In & Fade Out
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| |0% - 10%, 90% - 100%
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| |-
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| |Alpha Fade In
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| |0% - 10%
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| |-
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| |Alpha Fade Out
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| |90% - 100%
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| |-
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| |Intensity Fade In & Fade Out
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| |0% - 10%, 90% - 100%
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| |-
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| |Intensity Fade In
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| |0% - 10%
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| |-
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| |Intensity Fade Out
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| |90% - 100%
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| |}
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| Clear Fades will clear all transitions on both <code>AlphaOverLifetime</code> and <code>ColorOverLifetime</code>, along with setting <code>UseColorOverLifetime</code> to false
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| == Examples == | | == Examples == |
| | {{stub}} |
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| == See Also == | | == See Also == |
| | * [[Component:ParticleSystem|ParticleSystem]] |
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| [[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]]
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