Difference between revisions of "Particle Rendering"

From The Official Visionaire Studio: Adventure Game Engine Wiki
(Created page with "== General == Image:17_Par33_e.jpg In the flag "Rendering" of a particle emitter some presettings are adjusted which concern the drawing of the particles and do not asso...")
 
(Redirected page to Particle System)
 
(One intermediate revision by one other user not shown)
Line 1: Line 1:
== General ==
+
#Redirect [[Particle System]]
 
 
[[Image:17_Par33_e.jpg]]
 
 
 
In the flag "Rendering" of a particle emitter some presettings are adjusted which concern the drawing of the particles and do not associate directly to the formation and "living" of the particles.
 
 
 
==Type of particle==
 
<font size="1" color="#FF0000">(A change directly restarts the particle-system!)</font>
 
 
 
Particles can be drawn as quadratically textured polygone or in form of lines:
 
* <font class="keyword">Quads</font> draw a quadrate around the position of the particle which can be coated with a texture. Every particle can use a different section of the chosen texture.
 
* <font class="keyword">Lines</font> are drawn from the last position of a particle to the currentl position. This means the lines are the longer the faster the particle moves.
 
 
 
== Texture of particle ==
 
The look of the particle is defined by this texture. The texture may be colored and can copntain an <font class="keyword">alpha-channel</font>. However the alpha-channel will not be considered in every drawing-mode (look beneath).
 
 
 
{| style="border-collapse: collapse" width="100%" border="1" cellpadding="4"
 
| width="100%" bgcolor="#FF9999" |
 
<font class="important">Important</font>: A texture '''has to be''' defined in the editor. The preset texture is only used to present something if a new emitter is created but it will '''not''' be saved in the VED or VIS file.
 
|}
 
 
 
==Partition==
 
[[Image:17_Par8.jpg]]
 
 
 
The used texture can be disposed in "tiles" in <font class="keyword">horizontal (U)</font> and <font class="keyword">vertical (V)</font> direction. If <font class="keyword">quads</font> are adjusted as a particle type, every particle uses a random tile as texture. Thereby variety is created. Besides there is a determination, how many of the arising texture-parts should be used (starting with '''zero''' continuously and numbered line by line). The adjustment '''-1''' integrates every texture-parts.
 
 
 
== Tile-blending ==
 
[[Image:17_Par34.jpg]]
 
 
 
Instead of assigning every new particle a random part of the texture (which will be kept by this one), it can be cross-blended between the texture-parts by and by. This feature can be activated through the checkbox <font class="keyword">Activate tile-blending</font> and can be navigated by the [[Particle life#Size of Particles|curve]] beside.
 
 
 
==Modus of Drawing==
 
The modus of drawing defines how the texture of a particle is to be associated with the background during the calculating.
 
 
 
<blockquote>
 
[[Image:17_Par9.jpg]]
 
</blockquote>
 
 
 
* <font class="keyword">Opaque</font> - the background is repainted (The opacity will be managed by the alpha-channel).
 
* <font class="keyword">Additive</font> - Color of the particle will be added to the background. The effect will be limited to the maximum brightness (white).
 
* <font class="keyword">Smooth</font>  - The color of the particle will be added to the background, but the less the brighter the background is.
 
 
 
The adjustment <font class="keyword">Additive</font> creates an interesting "burn-out" or "outshine"-effect is generated where a lot of particles overlap. Just try it!
 
 
 
The alpha-channel is considered only in the drawing-modus <font class="keyword">opaque</font>. Particles will be sorted along the Z-axis which extends the calculating procedure.
 
 
 
{| style="border-collapse: collapse" width="100%" border="1" cellpadding="4"
 
| width="100%" bgcolor="#FF9999" | <font class="important">Hint</font>: If <font class="keyword">Additive</font> or <font class="keyword">Smooth</font> are adjusted as thedrawing-modus, the parts of a particle which are the darkest seem to be the most translucent. In most cases it is a good substitute for "real" alpha-shading.
 
|}
 
 
 
==Export/Import==
 
The feature <font class="keyword">export</font> saves the emitter(!) inside a *.PAR-file. This can be exchanged with other users or appended to the own collection.
 
 
 
The feature <font class="keyword">import</font> loads a *.PAR-file and displaces the current emitter.
 

Latest revision as of 17:18, 20 July 2023

Redirect to: