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11194 行
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11194 行
320 KiB
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contents: '
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All
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particles close to the sphere will keep their initial color, while all particles
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Alpha
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Then we subtract the radius of the sphere....
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So
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the curve sampling is made from the distance to the sphere surface
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Try
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adjusting the curve to modify the attenuation over distance'
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theme: Classic
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contents: '
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'
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theme: Classic
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contents: 'Per-Particle time considers every particle is evaluated at a different
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time between the current frame and the next frame.
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In this example,
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for the computation of the sphere, it helps interpolate the position of the
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sphere for every particle, so it attenuates the discretization artifacts induced
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by the speed of the sphere.
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Modify the value of the bool operator to
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check the differences between these two behaviors'
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theme: Classic
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theme: Classic
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contents: '
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The transform is exposed so it can be bound to a scene rig.
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In
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the scene, the TransformProxy Game objects acts as a control rig to manipulate
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the vector field.
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It is animated using a timeline to perform the rotation
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needs to fit the actual count of living particles to maximize compute efficiency
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(alive count/capacity)
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Here we spawn 250k particles per second, with
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The maximum expected count
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would be 250k*3.5 = 875k but it''s not likely at this amounts of particles.
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Here,
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we took the median lifetime as a reference (2.5+3.5)/2 = 3.0 so we ended up
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In some rare cases some particles could not
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