This section provides details about the three kinds of content that comprise particles effects: the emitter, the model and the particle set.
Emitters are sources that generate and emit particles. They can be created in the particle emitter panel, which lets you set their shape, size, direction, and position. The shape, size, direction, and position of an emitter only has an effect when particles are being emitted.
The term particle refers to a system that can generate multiple "shapes" and control their shape, color, and movement as a group. Games use particles for effects like fire and water.
Use the following settings to configure an emitter.
Settings | Description |
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Positioning | Emitter Scale/Rotate/Translate When the Link checkbox is marked, the Scale settings for the X, Y and Z axes can be set linked. |
Emission | Emission volume Emission volume randomization (%) Emission interval Emission interval randomization (%) |
Emission Time | Infinite checkbox Emitter shape |
CreativeStudio can work with the following six emitter shapes. Different shapes emit particles differently.
Emitter shape | Description |
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Point | Particles are emitted from a single point. Does not have any size or orientation settings. |
Disc | Particles are emitted horizontally from a disc. |
Sphere | Particles are emitted outwards from inside a sphere. |
Cylinder | Particles are emitted outwards from inside a cylinder. |
Rectangle | Particles are emitted outwards from inside a rectangle. |
Cube | Particles are emitted outwards from inside a cube. |
This option is enabled for disk, sphere, and cylinder emitter shapes. The emitter's shape as viewed from above along the Y axis can be turned into an arc.
The figure below shows use of the Center and Width setting to specify the range in which particles are generated, using sample setting values.
At the present time, this setting is only enabled for disk-shaped emitters. By anchoring the emitter at the center, you can make sure that particles are always emitted in the same locations.
The figure below shows the Fixed at Center setting turned on and also off, using sample setting values.
At the present time, this setting is only enabled for disk-shaped emitters. By equally spacing where particles are emitted, you can keep particles from overlapping.
The figure below shows the Equally Spaced setting turned on and also off, using sample setting values.
At the present time, this setting is only enabled for disk-shaped emitters.
Adds correction to slightly randomize particle emission locations. Equally spaces particle emission intervals, while also somewhat randomizing emission locations.
The figure below shows the effects of adding an offset to particle emission locations and applying 40-degree angle correction.
Model applies an effect to the entire particle set after particles are emitted in relation to size, direction and position.
Particle models are always above particle sets in the object hierarchy.
Use the following settings to configure a model.
Settings | Description |
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General | Enables/disables a model, and enables or disables its display. |
Positioning | Changes the model position in terms of Scale/Rotate/Translate. When the Link checkbox is marked, the Scale settings for the X, Y and Z axes can be set linked. |
Render Priority | Sets the render priority of the model. |
Textures | Sets the model textures. |
User Data | Sets optional data used by the game developer. The data set here is passed as is to the application, and is not used by CreativeStudio. |
You can set various textures for a model using Texture Coordinator 0 and Texture Coordinator 1. However, the following restrictions apply.
A particle set is a group of particles that all have the same shape.
A shape is a group of polygons that can be previewed as a shape using CreativeStudio.
A single material can be configured for each shape.
The following items can be set for particle sets:
Settings | Description |
---|---|
Particle Shape | Sets the shape of particles from when they are emitted from the emitter until they expire. You can also select whether particles should be rendered in the order emitted, or in the opposite order. |
Lifetime | Specifies the duration of the particle from emission until expiration. |
Particle Orientation and Size | Set by the scale and rotation. |
Particle Color and Transparency | Sets the color and alpha. |
Particle Animation | Can configure the particle animation. |
Child particles | Can configure child particles. |
CreativeStudio can configure the following four particle shape types.
Settings | Description |
---|---|
Screen-Aligned Billboard | The y-axis is tethered to the camera's up direction and the x-axis is always parallel to the camera lens axis. Particles on the edge of the angle of view are parsed. |
World-Oriented Billboard | Rotates to display with the z-axis parallel with the camera lens axis. Particles on the edge of the angle of view are parsed. |
Y-Axis Billboard | Rotates only around the y-axis to display with the z-axis parallel with the camera lens axis. Particles on the edge of the angle of view are parsed. |
Polygon Plane (XY) | A rectangular polygon model. |
The material used in particle effects is the same used in graphics.
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