Particle Effect Content

This section provides details about the three kinds of content that comprise particles effects: the emitter, the model and the particle set.

Emitter

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.

Emitter Settings

Use the following settings to configure an emitter.

Settings Description
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

Emitter shape

CreativeStudio can work with the following six emitter shapes. Different shapes emit particles differently.

Emitter shape Description
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.

Configuration Options for Emitter Shapes

Center and Width

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.

Sample Configuration
  • Emitter Shape: Disk
  • Center: 0 degrees
  • Width: 90 degrees
Center and Width

Fixed at Center

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.

Sample Configuration
  • Emitter Shape: Disk
  • Emission volume: 4
  • Center: 0 degrees
  • Width: 360 degrees
  • Hollowness: 100 %
  • Fixed at Center: On/Off
Fixed at Center

Equally Spaced

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.

Sample Configuration
  • Emitter Shape: Disk
  • Emission volume: 4
  • Center: 0 degrees
  • Width: 360 degrees
  • Hollowness: 100 %
  • Equally Spaced: On/Off
Equally Spaced

Angular Correction

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.

Sample Configuration
  • Emitter Shape: Disk
  • Emission volume: 4
  • Center: 0 degrees
  • Width: 360 degrees
  • Hollowness: 100 %
  • Angular Correction: 40 degrees
  • Fixed at Center: ON
  • Equally Spaced: ON
Angular Correction

Model

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.

Model settings

Use the following settings to configure a model.

Settings Description
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.

Multi-textures

You can set various textures for a model using Texture Coordinator 0 and Texture Coordinator 1. However, the following restrictions apply.

Particle Sets

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.

Particle Set Settings

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.

Particle Shape

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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