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Parameters in this tab control the lighting of the particle.

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Parameter

Description

Diffuse Lighting

Multiplier to the particle color for dynamic (diffuse) lighting.

Diffuse Backlighting

Fraction of diffuse lighting that is applied to unlit particle directions.

  • 0 = standard diffuse lighting, where the normals facing the light are lit the most.
  • 1 = omnidirectional diffuse lighting, where lights affects all normals equally.

Emissive Lighting

Multiplier to the particle color for constant emissive lighting. This can make a glowish appearance to the particle by adding some value.

Receive Shadows

Allows shadows to be cast on the particles.

Cast Shadows

Allows particles to cast shadows.

Note

This is only for Geometry particles.

Not Affected By Fog

Causes particles to ignores scene fog.

Global Illumination

Allows the particle to receive global illumination from the environment.

Diffuse Cubemap

Use nearest deferred cubemap for diffuse lighting.

Light Source

Causes each particle to create a deferred light. Color is equal to the Color value.

  • Affects This Area Only: For use with Clip Volumes. When enabled, the particle lights do not exceed the volume boundary.
  • Radius: Radius of the light.
  • Intensity: Intensity of the light. 
  • HDRDynamic: Control the power to apply to engine HDR multiplier, for particle light source in HDR.

Sound

Audio

Parameters in this tab browse and control the sound files.

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Parameter

Description

SoundStart Trigger

Browse and choose the sound asset to play with the emitter.

Stop Trigger

Browse and choose the sound asset to play with the emitter.

SoundFX Param

Modulate value to apply to the sound. Its effect depends on how the individual sound's "particlefx" parameter is defined.
Depending on the sound, this value might affect volume, pitch, or other attributes.

Sound Control Time 

Control how long the sound plays:

  • Emitter Life Time: Plays for the length of the emitter's life time.
  • Emitter Extended Life Time: Plays for the length of the emitter's life time plus all particle's life times; i.e. until all particles die.
  • Emitter Pulse Period: Plays for the length of the pulse period.

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