Particle node reference
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Contents
Particle Layers
Main page: Particle layers
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Particle spawner, emits particles in the world |
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Folder, contains multiple child layers, allows to group them and schedule them with a common delay / repeat count / repeat mode. |
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Plays a sound. |
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Experimental, Sticks a decal on the scene. Useful when combined with a particle collide trigger. |
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Special type of storage layer. Gives access to spatial queries from particle scripts, enabling particle/particle interactions between different layers and effects. |
Particle Evolvers
Main page: Particle evolvers
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Root node that contains all the evolvers. In the future we might handle multiple evolve states and the ability for particles to switch from one state to another based on a script-based condition. |
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Used to create trails. this evolver will spawn other particles |
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Binds a curve to a particle property |
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Runs a custom script at each evolve step |
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Updates particle rotations, given a rotation speed |
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Damps any field over time |
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Handles velocity / gravity / acceleration / collisions. main evolver for moving particles around. |
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Handles collisions with the scene or a custom ![]() ![]() |
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Adds autonomous flocking behaviours to the particles |
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Constrains the particles to a volume |
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Constrains particles to a certain distance-range from a set of ![]() |
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Projects particles on a ![]() |
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Simplifies the use of animated textures |
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Runs a list of child evolvers in the effect instance's localspace. |
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Gravitationally attracts particles to a ![]() |
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Inserts a particle inside a ![]() |
Particle Renderers
Main page: Particle renderers
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Renderer particles as billboards/sprites. handles texture atlases, various billboarding & alignment modes |
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Transforms particles into dynamic lights that light the scene |
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Renders particles as meshes |
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Renders particles as continuous ribbons-trails |
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"Renders" the particles as sound sources. |
Particle Samplers
Main page: Particle samplers
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Samples a curve, from 1 to 4 dimensions. like the ![]() |
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Samples a double-curve, from 1 to 4 dimensions. |
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Samples a shape, can be boxes, spheres, cylinders, capsules, cones, or meshes |
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Sweeps and rotates a ![]() |
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Samples a texture, with various optional wrap & filter modes |
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Samples a procedural turbulence field, useful for making convincing turbulence-like effects without a fluid simulation |
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Samples an audio frequency spectrum, useful for making particles react to music/sounds |
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Samples either the ascii codes of a text (you can use this to index a texture atlas), or positions on a text with a custom .TTF font. |
Misc
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Contains the list of properties (fields) of a particle |
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Contains the list of events the particle can trigger |
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Contains the list of properties of the whole effect. This is what's used by the game to control and modify the effect at runtime. |
Editor backdrops
Main page: Editor backdrops
These are editor-only edition helpers, they will not appear in the final effect.
2D backdrops
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Plays back a non-spatialized audio track. |
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Draws a color gradient (takes the camera orientation into account) |
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Draws a texture in the backdround |
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Plays back a video in the backdround |
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Draws an environment cubemap (takes camera orientation into account) |
3D backdrops
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Plays back a 3D-spatialized audio track |
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Draws a 3D FBX model in the scene (can be animated). Particles can collide with these. |
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Draws a 3D grid. Particles can collide with these. |
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Inserts and plays an effect in the scene. Can be the effect that's currently being edited, or another effect. |
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Draws and runs an alembic scene (can be animated). Particles do NOT collide with these. |
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Inserts a light in the scene. |
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Experimental Inserts a camera in the scene. |
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Displays 3D text in the scene. |
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Injects wind sources into the particle simulation. |
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