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Overview

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.

This page breaks down the categories that make up the particle editor. For advanced techniques, please see Particle Editor Advanced Techniques.

 Properties

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.


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.


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.


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.

Emitter

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

Parameter

Description

Enabled

Enables/disables current effect.

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

The total number of particles at any one time that will be active.

Timing

Parameters in this tab control the timing of the particles.

Parameter

Description

Continuous

If false, all particles are emitted at once, and the emitter then dies. If true, particles are emitted gradually over the Emitter Life Time.
If true, and Emitter Life Time = 0, particles are emitted gradually, at a rate of Count / Particle Life Time per second, indefinitely.

Spawn Delay

Delays the start of the emitter for the specified time. Useful to delay sub-effects relative to the overall emitter creation time.

Emitter Life Time

If Continuous = true, specifies the life time of the emitter. 0 = infinite life time (default).

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 Period

If >0, the emitter will restart repeatedly at this interval.

 Particle Life Time

The life time of individual particles. Even after the emitter's life time has expired, spawned particles will live out their own life time.

 Remain while Visible

Particles in the effect will not die until the entire emitter is out of view.

Location

Parameters in this tab control the spawning locations of the particles.

Parameter

Description

Position Offset

XYZ define a spawning position away from the emitter itself, in emitter space.

Random Offset

XYZ define the range of a random spawning box, in both directions, away from the position offset.

Offset Roundness

Fraction of spawning volume corners to round. 0 = box shape, 1 = ellipsoid shape.

Offset Inner Fraction

Ratio of inner to outer spawning volume. 0 = spawn within entire volume, 1 = spawn only at surface.

Attach Type

Specify the location of emission when the emitter is attached to geometry, or when the parent particle has geometry:

  • None: Particles ignore geometry and emit from emitter center as normal.
  • Bounding Box: Deprecated
  • 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 physics.

 Attach Form

 When Attach Type is not 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.

Parameter

Description

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

DEPRECATED (use Gravity Scale instead)
Forces the focus direction to world negative gravity direction (usually world +Z), ignoring emitter orientation.

Emit Offset Dir

Forces the particles to emit in all directions from the origin.

Emit Angle

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: Faces the  viewer, texture X&Y aligned with screen X&Y.
    In this mode only, particles are assumed to represent spherical objects, are are lit accordingly (see Curvature below). In all other modes, particles are lit as flat polygons.
  • Free: Rotates freely in 3D. (Remember to give it some rotation; the default orientation is equal to the emitter's).
  • Velocity: Faces direction of movement.
  • Water: Faces upward, moved and aligned to nearest water plane.
  • Terrain: Faces upward, moved and aligned to nearest terrain location.
  • Decal: Renders the particle as an actual deferred decal, projected onto the nearest surface.

 Orient To Velocity

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

 Curvature

For Facing = Camera particles, sets how far the vertex normals are bent into a spherical shape, which affects lighting.
0 = flat, lit like a polygon. 1 = bent into an (almost) hemispherical shape, lit like a sphere, which is the default.

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 for most particles.

Particles must specify one of either a Texture, Material, or Geometry asset. Texture or Material are for 2D sprite particles (or decals). Geometry is for 3D mesh particles.

Parameter

Description

Blend Type

Applies only to 2D particles. Determines how the sprite blends with the background.

  • Alpha Based: Final Color = Particle Color * Particle Alpha + Background Color * (1 - Particle Alpha).
  • Additive: Final Color = Particle Color + Background Color

 

 Texture

Browse and choose the texture used for 2D sprite particles. Displays a preview of the texture when the mouse cursor is over the input box.

 Texture Tiling

Splits the texture into tiles, for variation and animation.

  • Tiles X & Y: How many tiles the texture is split into.
  • First Tile: The first of the range of tiles used by this particle (numbered from 0).
  • Variant Count: How many consecutive tiles in the texture the particle will randomly select from. 
  • Anims Frame Count: 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 Once, the animation plays once, and holds on the last frame. If Loop, it cycles indefinitely. If Mirror, it alternates cycling forward and backward indefinitely.
  • Anim Blend: Render the particle blended between the two adjacent anim frames. Note: performance impact.

 Material

Browse and choose the material used for 2D sprite particles.

 Tessellation

If supported by hardware, enables tessellation, rendering more vertices within the sprite.

This is useful when Receive Shadows is set, increasing the resolution of shadows; or when Tail Length or Connection is set, creating smoother curves in connected particles.

 Octagonal Shape

Renders sprites as octagons instead of quads, reducing pixel cost. Only to be used with textures that fit within an octagon, 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.

 Geometry

Browse and choose 3D object to use for the particles.

 Geometry in Pieces

If 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

For Geometry particles, use the geometry pivot for <missing>

 Alpha

The alpha blending value of the particle, multiplying the texture's alpha value. For Additive blending, serves as a multiplier.
Normally 0 to 1, but you can push the alpha beyond 1 to achieve a stronger effect.

 Alpha Test

The minimum texture alpha value to render. All alpha values below it are rendered transparent, all alpha values above scaled down to match.

 Color

Pick the color to apply to the particle:

  • Random: How much a particle's initial color will vary (downward) from the default. 0 = no variation, 1 = random black to default.
  • Random Hue: Causes the Random color variation to occur separately in the 3 color channels. If false, variation is in luminance only.
  • Emitter Strength: Define the color of the particle over the emitter's life time.
    Add a keyframe color by double clicking inside the panel and assigning a color. You can add multiple keyframes into the timeline by repeated double clicks. 
  • Particle Life: Define the color of the particle over the particle's life time.
    Add a keyframe color by double clicking inside the panel and assigning a color. You can add multiple keyframes into the timeline by repeated double clicks.

Lighting

Parameters in this tab control the lighting of the particle.

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 is 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.

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.

  • Radius: Radius of the light.
  • Intensity: Intensity of the light. Color is equal to the Color value.
  • 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.

Parameter

Description

Sound

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.

Size

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


Parameter

Description

Size

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

Stretch

The amount of stretch applied to the particle in the direction of travel, in seconds (based on current velocity). Stretches in both directions by default.

  • Offset Ratio: Adjusts the center of stretching. 0 = stretch both directions, 1 = stretch backward only, -1 = stretch forward only.

Tail Length

Length of particle's tail in seconds. Particle texture will be stretched out through the tail.

  • Tail Steps: Number of segments for tail. A higher number will produce smoother tail curves for non-linear-moving particles.

If Tessellation is set, the tail will be rendered as a smoothly interpolated curve between tail segments.

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

Causes all particles to be rendered in a connected line, in sequence. Emission sequences separated by a Pulse Period produce separate polygons. And indirect child effects produce a separate polygon for each parent particle.

  • Connect To Origin: Additionally connect the newest particle to the emitter origin, with the parameters of a particle of age 0.
  • Texture Mapping: This and the next parameter specify how textures are repeated over the stream. 
    • Per Particle sets a default frequency of one texture per particle. 
    • Per Stream sets a default frequency of one texture stretched over the whole stream.
  • Texture Frequency: Multiples the texture repeating frequency specified above. 

If Tessellation is set, the tail will be rendered as a smoothly interpolated curve between tail segments.


Movement

Parameters in this tab control the movement of the sprite.

Parameter

Description

Speed

The initial speed of particles.

Inherit Velocity

What fraction of initial velocity is inherited from the particle's parent. For indirect particles, the parent particle's velocity is inherited. For direct particles, the emitter's velocity is inherited.

Air Resistance

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

Fraction of Air Resistance applied to slow down particle rotation. If 0 (default), only particle velocity is slowed, not rotation.

Gravity Scale

Multiple of world gravity to apply to particles. 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.

Acceleration

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

Turbulence 3D Speed

Adds a 3D random turbulent movement to the particle, with the specified average speed.

Turbulence Size

Adds a spiral movement to the particles, with the specified radius. The axis of the spiral is set from the particle's velocity.

Turbulence Speed

When Turbulence Size > 0, the angular speed, in degrees/second, of the spiral motion.

Move Rel Emitter

Forces particle motion in emitter space; particles will move with its emitter.
No =
 particle moves in world space. Yes = particle body moves with emitter, tail segments remain in world space. Yes with Tail = both particle body and tail segments move with emitter.

Bind Emitter to Camera

Forces the emitter to relocate to the main camera's position. Useful (with Space Loop) 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 an effective infinite spawning area.

Target Attraction

Specifies if particles are attracted to a target. This causes them to orbit toward the specified target position, as controlled by the sub-parameters below. 
External
= particles attracted to a target entity, if the emitter is linked to one (default). OwnEmitter = particles are attracted to their own emitter's origin. Ignore = particles ignore any external attractor.

  • Extend Speed: Particles speed up to reach the target in their lifetime. Otherwise, they move at natural speed toward the target, and may not reach it. 

  • Shrink: Particles shrink as they approach the target.

  • Orbit: Particles orbit around target when reached. Otherwise, they disappear into the target.

  • Orbit Distance:  Distance from the target that particles either orbit around, or disappear.

Rotation

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

Parameter

Description

Init Angles

The initial angle applied to the particles upon spawning, in degrees.
For Facing = Camera particles, only the Y 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 Angles

Random variation (bidirectional) to Init Angles , in degrees.

Rotation Rate

Constant particle rotation, in degrees/second. The axes are the same as for Init Angles.

Random Rotation Rate

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

Collision

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

Parameter

Description

Physics Type

Select the type of physics to apply to the particle:

  • 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 Terrain

Includes terrain in particle collisions.

 Collide Static Objects

Includes non-terrain, static objects in particle collisions. This is expensive.

 Collide Dynamic Objects

Includes non-terrain, dynamic objects in particle collisions. This is very expensive.

 Collision Fraction

Fraction of emitted particles that actually perform collisions.

 Collision Cutoff Distance

Maximum distance from camera at which collisions are performed (0 = infinite).

 Max Collision Events

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

 Surface Type

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

 Bounciness

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

 Dynamic Friction

The coefficient of dynamic friction. Overridden by Surface Type if set.
Only affects particles that have their 
Physics Type set to Simple Collision.

Thickness

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

Density

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

Visibility

Parameters in this tab control the visibility of the particles.

Parameter

Description

Camera Max/Min Distance

The camera range that particles render in. Defaults are 0, specifying unlimited range.

View Distance Adjust

Multiplier to the automatically computed fade-out camera distance.

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 Near

Render particles in a near 1st-person space (with weapons etc).

Draw on Top

Render particles on top of everything (no depth test).

Visible Indoors

For use in Vis Areas:

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

Visible Underwater

For use with the Ocean / Water Volumes:

  • 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.

Parameter

Description

Force Generation

Adds 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 vacuum force.
  • Gravity: Creates a physical gravity force, similar to the wind, but creates a gravitational acceleration force, instead of wind velocity.

Fill Rate Cost

Multiplier to this emitter's contribution to total fill rate, which affects automatic culling of large particles when the global limit is reached.
Set this > 1 if this effect is relatively expensive or unimportant. Set this < 1, or 0, if the effect is an important one which should not experience automatic culling.

Heat Scale

Multiplier to thermal vision.

Sort Quality

Specifies more accurate sorting of new particles into emitter's list. Particles are never re-sorted after emission, to avoid popping resulting from changing render particle order.
They are sorted only when emitted, based on the current main camera's position, as follows:

  • 0 (default, fastest): Particle is placed at either the front or back of the list, depending on its position relative to the emitter bounding box center.
  • 1 (medium slow): Existing particles are sorted into a temporary list, and new particles do a quick binary search to find an approximate position.
  • 2 (slow): Existing particles are sorted into a temporary list, and new particles do a full linear search to find the position of least sort error.

Half Res

Render particles in separate half-res pass, reducing rendering cost.

Streamable

Texture or geometry assets are allowed to stream from storage, as normal.

Configuration

Parameters in this tab control 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.

Parameter

Description

Config Min

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

Config Max

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

DX11

Define if the effect should be used with the DirectX 11 renderer:

  • If_True: Enables the effect only on DX11.
  • If_False: Enables the effect only on pre-DX11 (DX10).
  • Both: Enables the effect to display on both DX versions.

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 either particle to play on the desired config spec, so the low spec will use the cheaper version, and the high 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. Then have a cheaper physicalized version (simple Collision) based sub-effect that has a Config Max = High.

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