Last update: v1.10.0 - Main page : Particle renderers
This renderer draws the particles as meshes.
This renderer is supported in all of our public engine integrations.
You can check the implementation status of a feature in our public integrations here:
The mesh renderer is split in two main nodes:
- The actual mesh renderer node
- One or more mesh descriptor nodes, you can see these as the individual rects in a texture atlas, except here it's a "mesh atlas". To create other mesh renderer descriptor nodes, right-click on the mesh renderer.
MaterialParametersFields' property allows you to bind particle fields to custom material properties.
The Popcorn-Fx editor material used for mesh particles only supports the '
DiffuseColor' material property. It is used to color the meshes.
For example, if you want to change the per-instance color of the mesh, and have a 'Color' particle field, you'd just add the following line to '
DiffuseColor = Color
However, As the final renderings in your game use your engine's own materials, you can use these bindings to bind any particle field to any of the properties your own materials might have. Talk to your developers about this to see what can be bound.
For example, if you have a material that has a '
UV_SCROLLSPEED' property, and you want to control that property per-particle, you'd do that by creating a custom '
float2' particle field, named for example '
ScrollSpeed', update it however you like in the evolvers or spawn-scripts, and add the following line to '
UV_SCROLLSPEED = ScrollSpeed
Obviously you won't see any change in the Popcorn Editor's viewport, because it will ignore bindings it does not recognize, and it is a binding specific to your own game engine's materials.
However, if you are using the live-connection with your world editor or running game, you can tweak the values and see the final rendering instantly.