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Emitter

EnabledToggles enable/disable current item.

Spawn Indirection: Contains 4 options

  • Direct - Spawn in the normal way.
  • Parent Start - Spawn once the parent has spawned.
  • Parent Collide - Once the parent particle has collided with an object, this is the trigger to spawn a particle with this setting.
  • Parent Death - When the parent particle has lived out its lifetime, this is the trigger to spawn a particle with this setting.

Count: This defines the amount of particles at any one time that will be active.

Timing

ContinuousToggles enable/disable current item. If active, will run forever (as expected) unless you define an Emitter Lifetime.

Spawn Delay: In seconds, delay the spawning of the particle. Useful for when triggering multiple sub effects at the same level in the hierarchy to offset them.

Emitter Life Time: In seconds, specify a time limit on the emitters overall lifetime. 0 = infinite life time (default). Anything >0 will effect the lifetime.

Emitter Life Time does not apply to non-Continuous effects, which will always disappear as soon as they have emitted all of their particles. 

Pulse PeriodSet an interval duration for restarting emitter. If the Emitter Life Time set to 10 and Pulse Period set to 2, then this item will restart 5 times in its life time.

Particle Life TimeSets the life time of individual particles. Even after the emitters life time has expired, spawned particles will live out their own life time.

Remain while Visible: When it's on, it forces the current item to be visible until the camera is not looking at the bounding box of the current item. There are some parameters which decrease particles to optimize performance. When it's on, current item ignores these parameters.

Location

Position Offset: XYZ define a spawning position away from the emitter itself. (in Meters)

Random OffsetXYZ define a random spawning position away from the emitter itself. (in Meters)

Offset Roundness:

Offset Inner Fraction:

Attach TypeSpecify the type of emission when current item is assigned to 3D geometry.

  • None: Particles ignore geometry and emit from emitter center as normal.
  • Bounding Box: Particles emit from the bounding box of the geometry object.
  • Physics: Particles emit from the geometry of the attached physics object (can be a mesh or simple primitive).
  • Render: Particles emit from the full mesh of the render object (usually static or animated mesh). Generally more CPU-intensive than emitting from the bounding box.

Attach FormWhen Attach Type is not set to None, Specifies the elements of the geometry (box or mesh) that particles will emit from.

  • Vertices: Emit randomly from the vertices of the geometry. Most efficient form of Mesh emission.
  • Edges: Emit randomly from the edges of the geometry. Useful for effects on breaking element pieces.
  • Surface: Emit randomly from the surface (faces) of the geometry.
  • Volume: Emit randomly inside the volume of the geometry.

Angles

Parameters in this tab control the focus direction (which is by default the emitter's +Y axis) and rotation value of sprites.

 

Focus Angle: The amount to rotate, in degrees from Y axis. (0 = straight up, 90 = Horizontal, 180 = straight down).
Focus Azimuth: The amount to rotate the new axis about the Y axis. (0/360 = North, 90 = West, 180 = South, 270).

Focus Azimuth has no effect if focus angle is set to 0 or 180 (straight up or down)

Focus Gravity Dir: Forces focus direction to world negative gravity direction (usually world +Z). Rotate the emitter entity itself in the editor to see the effect. 

Emit Offset Dir: Forces the particles to emit in all directions from the origin.

Emit Angle: Controls the angle deviation of an emitted particle from the focus axis (default local +Y). (0 = +Y, 90 = comes out horizontal to emitter & 180 = -Y straight down).

Facing:

Orient To Velocity:

Curvature:

 Appearance

Blend Type: 

Texture:

Texture Tiling:

Material:

Tessellation:

Octagonal Shape:

Geometry:

Geometry in Pieces:

No Offset:

Alpha:

Alpha Test:

Lighting

Sound

Size

Movement

Rotation

Collision

Visibility

Advanced

Configuration

 

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