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The Particle Editor can be found in the Database View /-> Particles tab. You can use the Particle Editor to create particle effects and tweak their parameters, but also manage and store them.

In order to use a particle effect you can either drag and drop an effect into the perspective view or you assign the effect to a selected particle entity. This entity determines the basic location, angle, scale, and or link information with other entities.

For more information on particle parameters that are available in the Particle Editor, see Particle Editor Params. For advanced techniques, please see Particle Editor Advanced Techniques.

Table of Contents
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Properties

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Function

Description

Load Library

Open the browser and pick up the particle library you want to open.

Save Modified Libraries

Save On-Memory Libraries to the disk. This button saves whole libraries on memory if there are any changes, not only the current one.

Add Library

Add new library. New library is remaining until close the editor. If you want to keep it, use Save Modified Libraries before you close the editor.

Remove Library

Remove current library. A warning will pop up. It doesn't remove the library file from the disc, just remove current library from on-memory library list.
If you want to redo the edit of current library without restarting editor, then you can remove library at once and open it again.

Library Selector

Select the current library from on-memory library list.

Reload Library

Reload current library. A warning will pop up. If you want to redo the edit of current library without restarting editor, then you can reload library.

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Function

Description

Add New Item

Add new item on current library. New Particle Name window will pop up, to set group name and item name.

Clone Library Item

Clone current item and all of sub items, and then put it to the clip board.

Remove Item

Remove current item. A warning will pop up. It doesn't change the actual library file on disc, just remove item from on-memory current library.

Assign Item to Selected Objects

Assign current item to the selected items on the scene. Only work when you selecting a top node of the each item in the Item View.

Get Material From Selection

Sort material from selected item on the scene, and make it current on the particle editor. Only work when selected item correctly has a particle parameter.

Reload Item

The button name is Reload Item, but its reload current library currently. A warning will pop up. If you want to redo the edit of current library without restarting editor, then you can reload library.

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Function

Description

Undo

Removes last change.

Redo

Removes the last undo.

Copy

Copies all the settings for the currently selected entry to the clip board.

Paste

Writes any entry data from the clip board to the current entry.

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Function

Description

Add Sub Effect

DEPRECATED - Lets you create a new sub-effect for the actual particle system.

Remove Sub Effect

DEPRECATED - Removes the selected sub effect.

Enable/Disable All Sub Effects

DEPRECATED - Enables or Disables all sub effects from the selected (sub-) effect.

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Editing Concepts

Base Parameters

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  • Base value: This is also the maximum value the parameter can be (any variations only reduce this value).
  • Var Random: This is the maximum fractional amount that the Base value will randomly reduce by.

Control Curve

You have the following tools to edit control curves. You can find the control curves under most params, these are for dealing with how the particle is represented over time. X = time Y = strength.

 

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In the above picture, we are looking at the control curves for the Alpha. So below I'll describe what happens with the alpha channel. (but the same principle applies to the other params that have this feature).

  • Emitter Strength: Use this param to control the alpha strength over the lifetime of the particle. Only works with finite particles. If continuous is set, this has no effect.
    Above it starts out at the maximum value (1), drops to zero 1/2 way, creeps back up again then slides back to zero towards the end.
  • Particle Life: Use this to control the alpha over the individual particles life time. Eg: Use this to fade a smoke particle away to nothing, once its lifetime has finished. Depending on where you reduce the value to zero, the particle will fade out earlier / later. 

Color Parameters

The Color parameter works a little differently.

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Particle Effect Creation Workflow

Prepare a Library

Same as Like many other elements in CryENGINECRYENGINE, particle effect data is saved in Library a library file (xml). Default place to put it is: GameThe default folder it located: GameSDK\Libs\Particles.

Every particle effects in game are managed on this way, and then you can find any particle effect in game at this folder. Every effects are classified into each library as it looks, like water, or All of the particles for your game should be stored in this folder, organized into different types of particles, such as "smoke_and_fire" or "explosions" or "vehicle_fx", etc.

The first thing you have need to do is make a new library, and save it in the appropriate placeabove folder. After this, add your new Groups or Items in into it.

Group and Item

Every particle effects are belonging to Group. At first, you have to make new group to add new Item on your library.

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Apply Texture

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Texture is most important element of the particle effect. It is not too much to say that more than half of the weight to make effect looks great, is on the quality of texture

/Materials and Edit Parameters

After you set texture apply your texture (and/or materials) to the new itemparticle, then next you tweak parameters. If you intend some problem which more easy to solve on texture at this time, don't hesitate to back to texture editingyou can then start tweaking parameters.

Implement into Game

Finally, implement the particle effect in into the game. You save your library and tell new effect name to someone who need it.In most cases, the work is done at this time. But sometimes you also do implementation work by your self, like put emitter on to can now do things like put the emitter in your scene and link it to an asset, or control it by the Flow Graph, or Track View.

Also you You can also setup a Material Effect to tell the engine a correct bullet impact effect depends on hit point's materialdefine a custom impact effect, or make a full screen effect on through Flow Graph and implement it into the particle effect. You can use Entity Library tab on Database View, to implement effect into any props in game.

Item View

In the Item view you can access and organize your particle effects.

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Right-Click Menu

AllToggles enable and disable on current

Function

Description

Cut

Cut current item and all of sub items, and then put it to the clip board.

Copy

Copy current item and all of sub items, and then put it to the clip board.

Paste

Paste items on clip board to the selected item.

Clone

Clone current item and all of sub items, and then put it to the clip board.

Copy Path

Copy the path of the effect to the clipboard so that it can be pasted.

Rename

Rename current item.

Delete

Delete current item and all of sub items.

Enable/Disable

Enables or Disables (depending on current status) current item.

Enable/Disable All

Enables or Disables (depending on current status) current item and all of its sub items at once.

Assign To Selected Objects

Assign current item to the selected items on the scene. Only work when you selecting a top node of the each item in the Item View.

Preview Window

Positioned at the left bottom placebottom left of the Particle Editor window. This can preview each item separately, by just make it currentbe useful for a quick preview of particles, but ill-advised to try and edit particles from.

Known Problems: Can not correctly playback material using effect like refraction.

When taking a screen capture video, should be closed. Otherwise the screen capture program will try to capture this window also, and fail. To do this, simply drag the top window edge to the bottom and restart screen capture program.

Tool Tips

Tooltips:
Note
Info

Note that the Preview Window will position the camera automatically to capture the particle in its entirety. This means if the particle has a large bounding box, it will zoom the camera out far to fit it all on screen.
Use the Left Mouse button to pan the camera and the Mouse Wheel to control zoom levels.

Tool Tips

As you hover over the different parameters inside the Particle Editor, you can see the tool tips at the bottom of the Particle Editor. If you have the Particle Editor spread over two columns, the tip is displayed under the left column.

 

Excerpt
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The Particle Editor can be found in the Database View/Particles tab. You can use the Particle Editor to create particle effects and tweak their parameters, but also manage and store them.