User:Smoth: Difference between revisions
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'''float3 emitVector'''<br> | '''float3 emitVector'''<br> | ||
Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter. | Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter. | ||
<br> | |||
<br> | |||
See my notes on vectors to understand how to use the vectors of this: | See my notes on vectors to understand how to use the vectors of this: <br> | ||
''i.e. 0,1,0 is straight up'' | ''i.e. 0,1,0 is straight up''<br> | ||
</li><br> | </li><br> | ||
<li> | <li> | ||
'''[[CColorMap]] colorMap'''<br> | '''[[CColorMap]] colorMap'''<br> | ||
This will give your system a range of colors spread over time | This will give your system a range of colors spread over time.<br> | ||
it has 4 parts:<br> | |||
RED, GREEN, BLUE, ALPHA | RED, GREEN, BLUE, ALPHA | ||
<br> | |||
<br> | |||
note: <br> | |||
For additive blend use values that are low like: 0.1 or 0.05<br> | |||
For additive blend use values that are low like: 0.1 or 0.05 | For overlay use 1.0<br> | ||
see notes on overlay versus additive blend.<br> | |||
For overlay use 1.0 | |||
see notes on overlay versus additive blend. | |||
</li><br> | </li><br> | ||
<li> | <li> | ||
'''float3 gravity'''<br> | '''float3 gravity'''<br> | ||
Gravity applied along a vector. <br> | |||
<br>For example, if you want your particles to fall after being emmited.<br> | |||
Emitvector would be: 0,1,0<br> | |||
and gravity would need to be 0,-1,0<br> | |||
This would result in particles falling straight down. | |||
</li><br> | </li><br> | ||
Revision as of 18:12, 27 April 2007
SMOTH IS SMOTH!
Notes for SimpleParticleSystem:
-
float3 pos
Origon point for your particle system. -
AtlasedTexture texture
Texture for the particles, defined in resources.tdf. -
float3 emitVector
Use DIR to have it acquire a direction, this will utilize a poly on your object that you choose as an emitter.
See my notes on vectors to understand how to use the vectors of this:
i.e. 0,1,0 is straight up
-
CColorMap colorMap
This will give your system a range of colors spread over time.
it has 4 parts:
RED, GREEN, BLUE, ALPHA
note:
For additive blend use values that are low like: 0.1 or 0.05
For overlay use 1.0
see notes on overlay versus additive blend.
-
float3 gravity
Gravity applied along a vector.
For example, if you want your particles to fall after being emmited.
Emitvector would be: 0,1,0
and gravity would need to be 0,-1,0
This would result in particles falling straight down. -
float airdrag
Constant multiplier on the particle each frame, a value of 1.0 means the particles will keep their current momentum, a value bellow 1 and they will slow down each frame. -
float particleLife
Life of the particles in frames. -
float particleLifeSpread
Random number between 0 and particleLifeSpread added to particleLife. -
int numParticles
Number of particles that will be spawned. -
float particleSpeed
Initial speed of the particles. -
float particleSpeedSpread
Random number between 0 and particleSpeedSpread added to particleSpeed. -
float particleSize
Size of the particles. -
float particleSizeSpread
Random number between 0 and particleSizeSpread added to particleSize. -
float sizeGrowth
Size added to particles each frame. -
float sizeMod
Size frame multiplier. -
float emitRot
Rotation in degree from emitVector that particles will be spawned from, a value of 90 will emmit particles in a plane perpendicular to the emitVector. -
float emitRotSpread
Random number between 0 and emitRotSpread added to emitRot, a value of 180 will make the particles spawn in a full sphere. -
bool directional
If the particles should be oriented to point at the direction of their velocity.
Notes vectors:
- Vectors are directional systems represented by a 3d graph here: WORK IN PROGRESS!
- WORK IN PROGRESS!
Notes Additive blend versus overlay blen: