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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.

This page breaks down the categories that make up the particle editor.

Emitter

Parameters in this tab control the particle amount & spawning location of the particles.

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

Parameters in this tab control the timing of the particles.

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

Parameters in this tab control the spawning locations and attachment controls of the particle.

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 Gravity Dir - Use the gravity modifier instead under the Movement Tab

Focus Gravity Dir: Forces the 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 straight up, 90 = comes out horizontal to the emitter, 180 = -Y straight down).

Facing: Applies only to 2D particles, Determine how the sprite is oriented in space. Texture orientation is further modified by rotational parameters.

  • Camera Sprite: Faces the  viewer, texture X&Y aligned with screen X&Y.
  • Free: Rotates Freely in 3D. (Remember to give it some rotation).
  • Velocity Sprite: Faces direction of movement, texture X&Y aligned with velocity X&Y.
  • Horizontal Sprite: Faces upward, texture X&Y aligned with world X&Y.
  • Water Sprite: Faces upward, aligned to nearest water plane.
  • Terrain: Faces upward, sprite moved and aligned to terrain below position.

Orient To Velocity: Forces Texture X axis aligned to direction of movement. Rotation parameters can rotate it further.

Curvature:

Appearance

Parameters in this tab control the basic appearance of the particle.

It should be setup first, because this tab includes the Texture slot, generally used in almost all of the particles.

Blend Type: Apply only to 2D particles. Determines how the textures blend onto the sprite.

Texture: The texture used on current particle. Display a preview of the texture when the mouse cursor is over the input box. 

Texture Tiling:

  • Tiles X & Y: Adjusts the texture tiling in the particles local X and Y axis.
  • First Tile: Sets the first of the range of tiles used by this particle (numbered from 0).
  • Variant Count: Sets how many consecutive tiles in the texture the particle will randomly select from. 
  • Anims Frame Count: Sets how many tiles make up an animation sequence. Variant Count and Anim Frames Count can be used together. For example, if Variant Count {{ 2 and Anim Frames Count }} 8, then the particle will randomly choose between using tiles 0 through 7, or 8 through 15, as an animated sequence.
  • Anim Framerate: Frames per second for the animation. if 0, then the animation runs through one sequence in the particle lifetime.
  • Anim Cycle: If true, the animation repeats. Otherwise, it holds on the last frame. Choose from Once, Loop or Mirror.
  • Anim Blend:

MaterialBrowse and chose material to use on current item.

Tessellation: Checkbox to enable / disable particle tessellation.

Octagonal Shape: When enabled, it cuts off the corners of the particles. Only to be used on particles that do not go all the way to the edge, otherwise clipping will occur. 

Soft Particle: Apply a rendering technique that softens the intersection between sprites and nearby objects, to prevent unnatural seams. (Slightly more expensive, so use sparingly on particles that need it, eg: smoke).

GeometryBrowse and chose 3D object to use on current item.

Geometry in PiecesIf true, and the Geometry asset contains multiple sub-objects, then the geometry will be emitted in split-up pieces, one set per particle Count, originating at each piece's location in the asset. If false, each particle will use the entire geometry (all sub-objects together).

No Offset:

AlphaControl the alpha value of the sprite, in addition to texture's alpha value. (0-1) but you can push the alpha beyond 1 to achieve a stronger effect.

Alpha Test

Colour: Pick the colour to apply to the particle.

  • Random: This controls how much influence the Random Hue will effect the particle. Slider goes from 0 - 1.
  • Random Hue: Enable this checkbox to cycle through the the colours.
  • Emitter Strength: Define the colour of the particle over the Emitters life time. Add a keyframe colour by double clicking inside the panel and assigning a colour. You can add multiple keyframes into the timeline by repeated double clicks. Their position in the timeline, defines when it will blend into the next colour.
  • Particle Life: Define the colour of the particle over the Particles life time. Add a keyframe colour by double clicking inside the panel and assigning a colour. You can add multiple keyframes into the timeline by repeated double clicks. Their position in the timeline, defines when it will blend into the next colour.

Lighting

Parameters in this tab control the lighting of the particle.

Diffuse LightingControls the multiply value to the particle color for dynamic (diffuse) lighting.

Diffuse BacklightingControl the fraction of diffuse lighting that is applied to particle normals, in all directions. 0 is standard diffuse lighting, where the normals facing the light are lit the most. 1 is omni-directional diffuse lighting, where lights affects all normals equally. This can make translucent appearance particle by adding some value.

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

Receive ShadowsWhen turned on, Shadows will be cast on current item.

Cast Shadows: N/A

Not Affected By FogWhen on, the current item ignores scene fog.

Global Illumination:

Diffuse Cubemap:

Light Source:

  • Radius: Control radius of the particle fill light.
  • Intensity: Controls the intensity for a fill light (cheap dynamic light) created at particle position.
  • HDRDynamic: Control the power to apply to engine HDR multiplier, for particle light source in HDR.

Sound

Parameters in this tab browse and control the sound files. Not so many things can do on sound currently.

SoundBrowse and chose the sound file to use on current item. Assigned sound starts at the time when the emitter starts.

SoundFX ParamModulate 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: Controls how the sound will be played out.

Emitter Life Time: The sound will play for the length of the emitters life time.

Emitter Extended Life time: 

Emitter Pulse Period: The sound will play for the length of the pulse period.

Size

Parameters in this tab control the size and shape of the sprite.

SizeFor 2D particles, controls the world sprite radius. For 3D particles, controls the scale applied to the geometry.

StretchControls the amount of stretch applied to the particle in the direction of travel, in seconds (based on current velocity). A positive number stretches particle forward, negative backward.

Tail LengthControls the length of particles tail in seconds. Particle texture will be stretched out through the tail.

Min Pixels: Adds this many pixels to particles true size when rendering. This is useful for important effects that should always be visible even at distance.

Connection

  • Connect To Origin:
  • Texture Mapping:
  • Texture Frequency:

Movement

Parameters in this tab control the movement of the sprite.

SpeedControls initial speed of particles.

Inherit Velocity: Controls the rate of how much velocity is inherited from the parent particle (0-1, 1 means 100%).

Air ResistanceControls how much to react against the global wind speed. Units are 1/seconds. The higher the number, the faster particles will reach wind speed (or rest if no wind).

Rotational Drag Scale:

Gravity ScaleControls how much they react to the global gravity. Most physicalized particles should be set to 1 (use Air Resistance to provide drag). Set to a negative value for buoyant particles such as smoke.

AccelerationControls the constant acceleration applied to particles, in world space (X,Y,Z).

Turbulence 3D SpeedAdds a 3D random turbulent movement to the current item, and then control the average speed of it.

Turbulence SizeAdds a horizontal spiral movement to the current item, and then control the average speed of it.

Turbulence SpeedWhen Turbulence Size has any value, this controls the angular speed, in degrees/second, of horizontal spiral motion.

Move Rel Emitter: Forces particle motion in emitter space; particles will move with its emitter. No / Yes / Yes with Tail.

Bind Emitter to Camera: Forces the emitter to relocate the current items position, to the camera position. Useful for making a rain or snow effect, which the player cannot pass by.

Space Loop: Particles loop within a region around the camera, defined by Camera Min/Max Distance (under the visibility tab). This is useful to make rain or snow effect, which has the infinite spawning area.

Target Attraction

  • Extend Speed: 
  • Shrink:
  • Orbit:
  • Orbit Distance:

Rotation

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

Init AnglesSets the initial angle applied to the particles upon spawning, values are in degrees. For sprite particles, only the Z axis is used, and it refers to rotation in screen space. For 3D particles, all 3 axes are used, and refer to emitter local space.

Random AnglesSets a random angle (bidirectional) to the particles upon spawning, values are in degrees.

Rotation RateControls constant particle rotation, in degrees/second.

 Random Rotation RateControl random variation (bidirectional) to , in degrees/second.

Collision

Parameters in this tab control the physical setup for the particles.

Physics Type:

  • None: No collisions or other physics.
  • Simple Collision: Particle collides with the static environment using simple physics. This is most simple mode.
  • Simple Physics: Particle created as an entity in the physics system, and collides using a spherical particle model.
  • Rigid Body: Particle created as an entity in the physics system, and collides using the full geometry. A geometry asset must be set to the physicalized model in engine for this particle. This is most expensive mode.

Collide TerrainWhen it's on, includes terrain in particle collisions.

Collide Static ObjectsWhen it is on, includes non-terrain, static objects in particle collisions. This is expensive calculation.

Collide Dynamic ObjectsWhen it's on, includes non-terrain, dynamic objects in particle collisions. This is very expensive calculation.

Collision Fraction:

Collision Cutoff Distance:

Max Collision EventsOnly affects particles that have their Physics Type set to Rigid Body. Limits the number of collisions the particle can have in its physics simulation.

Surface Type: Determine surface material type for collision behavior. If set, overrides Bounciness and Dynamic Friction below.

BouncinessOnly affects particles that have their Physics Type set to Simple Collision . Control the elasticity for collision response. Overridden by Surface Type if set. (Special value: if -1, particle dies on first collision).

Dynamic FrictionOnly affects particles that have their Physics Type set to Simple Collision. Controls the drag value when sliding, in units of 1/seconds. Overridden by Surface Type if set.

ThicknessOnly affects particles that have their Physics Type set to Simple Physics. Control the fraction of the particle's visible radius to use for the physical radius.

DensityOnly affects particles that have their Physics Type set to Simple Physics or Rigid Body. Control the density of particle, in kg/m^3. An example of a value which is physically correct, is for Water = 1000.

Visibility

Parameters in this tab control the visibility of the particles.

Camera Max Distance:

Camera Min Distance:

View Distance Adjust: Controls the value of the distance of the automatic fade-out. When the sprites get close to the camera and fill out the screen, it causes serious drawing cost problem (this cost is called the Fill Rate Cost). 
To avoid this, particles start fade out when they get closer than 1m distance from camera by default. If you need to draw more near area sprite, try to decrease this value.

Draw Last: Modifies draw order of sub effects. Sub effects are rendered by lowest Draw Last value first, or in list order if equal.

Draw NearModifies draw order of sub effects.

Draw on Top

Visible Indoors:

  • If_True: Hides particles when outdoors.
  • If_False: Hides particles when indoors.
  • Both: Show particles always.

Visible Underwater:

  • If_True: Hides particles when above water.
  • If_False: Hides particles when under water.
  • Both: Show particles always.

Advanced

Parameters in this tab Includes advanced appearance, movement and optimization settings.

Force GenerationAdds an additional force generated by the emitter.

  • None: Doesn't add any additional force.
  • Wind: Creates a physical wind force, approximately following the velocity, direction, volume, and timing of the emitter's particles. This wind affects all particles and objects in its region, except particles in the emitter group. Setting the emitter's *Speed to negative will create the wind force in the opposite direction, which can be used to create a sucking force.
  • Gravity: Creates a physical gravity force, similar to the wind, but creates a gravitational acceleration force, instead of wind velocity.
  • Target: Creates an attractive target only for all the sub items of the current item. So set the Parent item as the Target generator, and the children will be linked to that target. 

Fill Rate Cost:

Heat Scale:

Sort Quality:

Half Res:

Streamable:

Configuration

Parameters in this tab controls advanced configurations. These settings limit an effect to only be enabled on certain platform configurations. This allows you to create variant effects for different configurations.

Config MinSet the minimum system configuration level for the current item. If the config is low than what is set here, the item will not be displayed.

Config MaxSet the maximum system configuration level for the current item. IF the config is higher than what is set here the item will not be displayed.

A practical use for these settings would be if you have the same sub effect duplicated (but have a cheap & expensive variation) you can force the correct particle to play on the desired config spec, so the low spec will use the cheaper version, and the Veryhigh spec will use the expensive one.

So for example, reserve a complex & crazy physics (Rigid Body) based sub effect for the Config Min = Very High Spec

Then have a cheaper physicalized version (simple Collision) based sub effect that has a Config Max = Low.

DX11:

If_True: Enables the current item only on DX11.

If_False: Enables the current item only on pre-DX11.

Both: Enables the current item to display on both DX versions.

 

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