In order to visualize the particles, a Render feature needs to be added to a particle component. Without it, particles will still simulate but will not be rendered. This can be a useful technique for parent particles that just need to drive visible child particles (for more information on parent child relationships, see SecondGen). Render features will read the properties in the Appearance feature and render particles accordingly.
The following options are available under the Render category:
This feature renders each particle as a decal.
|Thickness||Specifies how thick decals should be. Thicker decals can be more easily seen when placed near round scenery objects but can also distort more.|
|Sort Bias||Specifies the sorting order relative to other decals in the scene.|
Recommendation: Since decal particles are only visible when they are near other objects and with correct alignment, it can be fairly tricky to tweak them. By adding "Render Sprites" with the Facing Mode set to "Free" (please check Sprites in this page), it is possible to visualize where decals are and the potential reason why they might not be visible in a particular setup.
This feature renders each particle as a separate static mesh.
|Mesh||Selects the mesh resource reference to be used by this feature.|
|Scale||Specifies non-uniform final scale applied to all meshes (applied after Size Mode).|
|Size Mode||Specifies how particle size should affect the size of the mesh being rendered:|
|Origin Mode||Determines the mesh's location relative to the particle position.|
|Pieces Mode||In CRYENGINE V, static mesh(es) resources can be composed of sub-meshes. Feature Meshes can apply all sub-meshes to each particle which might only use a single sub-mesh - this is particularly useful for object destruction effects. The following options are available: |
|Pieces Placement||Allows the Feature Meshes to act as a Location feature. When paired with Pieces Mode and set to the All Pieces option it allows the creation of object destruction effects. The following options are available: |
Pic4: A sample effect using different Mesh values.
This feature connects the particles together in a single line and with no gaps between them. For components without parents - creates a single ribbon connecting all its particles. For components with parents - then each parent will create a separate ribbon. (For more information about parent child relationships, see SecondGen). Note: All ribbons in a component are rendered together as a single primitive.
|Ribbon Mode||Specifies the method that will be used to generate ribbons.|
|Stream Source||Specifies the source of the V axis for the diffuse map.|
|Sort Bias||Specifies the sorting order of components that are always based on distance to camera of the emitter to which they belong. This bias is added to that distance to reorder the component relative to other components. It can, for example, force rocket trails to always render on top of smoke trails.|
|Connect to Origin||Usually, ribbons only connect particles in the component. If the spawn rate of new particles is too low, the the tip of the ribbons jumps towards the parent. When you enable this setting it adds an additional segment that is aligned to the parent particle or emitter of this component - this means it will move along with the motion of the parent. Note: This may not work in all cases, for example, if ribbon particles are spawned with an offset relative to the parent.|
|Texture Frequency||Specifies how often the V axis of the diffuse map repeats itself. Use this with tiling textures along the V axis.|
|Offset||Adds an offset along the ribbon's spine. Can be used to generate spirals, twists or to avoid ribbons from self-intersecting when aligned to camera.|
Renders all particles as simple flat planes. This is the standard way to render particles on the screen.
|Sort Mode||Determines the type of sorting to be used for particles - sorting is always applied in every frame. For semi-transparent particles this is very important, since the order in which they render influences the final visual quality. If no sorting is applied, particles might start to randomly appear on top of each other. This is due to how particles are stored in memory. For components with fewer but larger particles, then it is recommended to use sorting. However, for components with many small particles, then sorting is not recommended.|
Note: If Appearance Blending (see Appearance for more details) is to be used with mode Additive, then please set this property to None. Additive particles do not need sorting.
|Facing Mode||Specifies which way the particles should be facing. This method also considers rotated particles from the Angles Feature.|
|Aspect Ratio||Specifies how many times width should be larger than height. By default, sprites are squares. Used to avoid distortion when diffuse textures are not squares.|
|Axis Scale||Valid only when Facing Mode is set to velocity, specifies the dimensions of the particle along its velocity vector while the height of the particle is always constrained to its size. Recommended value for this property is 0.016 (which is 1/60) - makes sprite behave like motion blur.|
|Spherical Projection||Extends the size of the particle relative to the screen to encompass the shape of a sphere. A value of 0 means the sprite will always behave like a regular flat plane. A value of 1 will make the sprite fully encompass that sphere. This property is not valid for Free facing particles.|
|Sort Bias||Specifies the sorting order of components, always based on the distance to camera of the emitter to which they belong. While Sort Mode specifies sorting of sprites within a component, sprites do not sort themselves with other components. This bias is added to that distance to reorder the component relative to other components. It can, for example, force fire particles to always render on top of smoke.|
|Camera Offset||Offsets the sprite location relative to the camera in meters. Positive values will move sprites away from the camera, while negative values will move sprites toward the camera. Usually used to better place sprites relative to other game objects and regardless of camera orientation.|
|Offset||Changes sprite's pivot point.|
|Flip U and Flip V||Flips the coordinates of the diffuse texture if needed. Setting both is equivalent to spinning the sprite by 180 degrees.|