This category affects the location of the particles that will be placed in the game world. By default, new born particles are always placed in the same location as the Particle Emitter or their parent particle location (learn more about parent-child relationships here: SecondGen). Some of the location features also allows the changing of velocities or the changing of particle location, even after a particle has been spawned.
A very important aspect to take into account is the fact that these features can be combined with each other. Using the right type of combination(s) allows you to create striking and advanced effects.
The following options are available under the Location category:
|Source||Start location of the beam.|
|Destination||End location of the beam.|
Both source and destination are internally treated as targets which have the following properties:
|Source drop-down menu|
The location that the target uses as a source (not to be confused with beam source, which is the location at which the beam starts).
|Offset||Additional offset applied to the source in localspace (X, Y and Z).|
This feature allows the new born particles to spawn relative to the camera instead of its parent or emitter. All other Location and Velocity features will then be relative to the camera. Useful for certain types of screen effects.
|Spawn Only||If enabled, spawns new born particles relative to the camera, but then they will behave like regular particles. If enabled, particles will be permanently attached to the camera.|
This feature allows the new born particles to be randomly but uniformly placed within a box. This option can also be used to create uniform planes and uniform lines by collapsing one or two axes.
|Dimension||Let's you configure the size of the box in X (width), Y (length) and Z (height). Setting a zero value to an axis will collapse that dimension. When a single axis is collapsed it creates a plane. When two axes are collapsed it results in a line.|
|Scale||Allows you to scale up or down the dimension. This option is useful when used with Modifiers.|
This feature allows the new born particles to be randomly but uniformly placed in a circle around the parent particle. This circle is in the plane XY of the parent. When you rotate the parent the circle will also rotate.
|Radius||Specifies the radius of the circle in meters. By default, it spawns the particles on the perimeter of a circle until Modifiers are used. When the Random modifier is set to 100%, particles can be uniformly spawned within the circle instead of spawning around the perimeter.|
|Velocity||Specifies initial particle velocity in meters per second. Positive values make particles move in an XY plane outwards from the center. Negative values make particles move in an XY plane inwards toward the center.|
|Axis Scale||Enables the scaling of X and Y axes individually. Use this to create ellipses instead of circles.|
|Axis||Specifies which axis, relative to the parent particle or emitter that should be perpendicular to the circle's plane. For example, if Y axis value is set to (0, 1, 0) the circle will be displayed in the XoZ plane.|
This feature allows the new born particles to be randomly but uniformly distributed along a mesh geometry.
When parent particles are not meshes or the component does not have SecondGen category, then the emitter needs to be linked to another entity that has a mesh.
Specifies the geometrical source of locations, The following options are available:
Specifies the location from where the particles should be emitted. The following options are available:
|Offset||By default, places the particles exactly on the mesh. Offset displaces the particles using the normal. This property is defined in meters.|
|Velocity||Specifies the initial particle velocity in meters per second. Its orientation is the same as the normal.|
|Orient to Normal||Rotates the particle so that its normal vector (not forward vector) aligns with the surface normal. Given enough particles, they can recreate the underlying mesh almost perfectly. For more information on Euler angles, see Roatet3D section under Angles.|
|Augment Location||If true, adds the location offsets from other location features to the geometry location.|
If false, ignores other location features and places particles directly on the geometry.
This feature displaces the particle location using a potential vector field based on a simplex noise. This feature can distort and randomly shape the other location features while maintaining their geometric features without getting fuzzy or diffused.
|Amplitude||Specifies how far particles can move away from their original location (in meters).|
|Size||Noise uses Simplex Noise to generate a vector field, which is similar to Perlin Noise, but can be more efficient in some cases. This type of noise creates a uniform grid of vertices in space and sets a random value to each vertex. The actual displacement added to the particle is interpolated from this grid. Size therefore, specifies the distance between these vertices in this grid. If size is too small, noise will start to get more random, fuzzy and diffuse. If size is too large, particles will start to displace mostly to the same direction and no interesting shapes will arise.|
|Rate||One of the main advantages of Simplex Noise is that it is relatively efficient in generating a smooth noise in space, although those can also smoothly evolve over time - Rate controls how fast this evolution takes place. A value of 0 means no evolution and noise will always result in the same shape for particles coming from the same location.|
|Octaves||Adds additional complexity by sampling the noise field multiple times with different sizes. This creates what is known as Fractal Noise. Note: Octaves multiples the number of times the noise is sampled.|
This feature displaces the particles in a given direction in space. While seemingly not a very interesting feature in itself, by combining multiple features together and using Modifiers on the scale parameter it makes the Offset feature one of the most powerful features in the Location toolbox. In fact, most of the location features in this page could in theory be recreated by just using this feature (although not in a very practical way).
|Offset||Specifies spatial offset (in meters) to add to each new born.|
|Scale||Scales the size of the offset vector. Can be used with Modifiers to change particle location dynamically.|
This feature causes the effect to be omnipresent (environmental). This is implemented by spawning particles in a volume in front of the camera and wrapping their location into this volume as particles or as the camera moves.
|Visibility||Provides the maximum visibility range of the effect. This determines the size of the volume in front of the camera.|
|Wrap Sector||This option is experimental and should be set to true.|
|Wrap Rotation||This option is experimental and should be set to true.|
|Wrap Translation||This option is experimental and should be set to true.|
|Use Emitter Location||A debugging option that fixes the view volume at the emitter's location, rather than moving it with the camera. This allows you to move around in the editor and view the Omni volume from outside.|
This feature allows the new born particles to be randomly and uniformly distributed on a sphere surface.
|Radius||Specifies the radius of the sphere in meters. By default, it spawns particles on the surface of the sphere until Modifiers are used. By using the Random modifier set to 100%, particles can be uniformly spawned in the sphere's volume.|
|Velocity||Specifies initial particle velocity in meters per second. Positive values allow the particles to move outwards from the center while negative values allow the particles to move inwards toward the center.|
|Axis Scale||Enables scaling of each axis individually. Use this to create ellipsoids instead of spheres.|
All Location features are supported in the GPU pipeline, although there is no support for modifiers on the properties of the features.