位置: 编程技术 - 正文

Particle system study section 1

编辑:rootadmin

推荐整理分享Particle system study section 1,希望有所帮助,仅作参考,欢迎阅读内容。

文章相关热门搜索词:,内容如对您有帮助,希望把文章链接给更多的朋友!

Preview: 1.The particle system exist the phenomenon of scaling with camera viewpoint. 2.Change the legacy particle system into new particle system.

Details: 1.After effects particle system.

The texture of particle system is image sequence. This is how the particle system looked: Put the particle system in scene.It is this: But when I scroll the scene view,The particle system is scaled. Solution:Arrange the argument,Max Particle Size,of the particle system Renderer section.Make it bigger to available effect. 2.There are Legacy particle system and new one.The new particle system is more developed.

Ellipsoid Particle Emitter (Legacy)

Min Size The minimum size each particle Max Size The maximum size each particle Min Energy The minimum lifetime of each particle, measured in seconds. Max Energy The maximum lifetime of each particle, measured in seconds. Min Emission The minimum number of particles that will be spawned every second. Max Emission The maximum number of particles that will be spawned every second. World Velocity The starting speed of particles in world space, along X, Y, and Z. Local Velocity The starting speed of particles along X, Y, and Z, measured in the object’s orientation. Rnd Velocity A random speed along X, Y, and Z that is added to the velocity. Emitter Velocity Scale The amount of the emitter’s speed that the particles inherit. Tangent Velocity The starting speed of particles along X, Y, and Z, across the Emitter’s surface. Angular Velocity The angular velocity of new particles in degrees per second. Rnd Angular Velocity A random angular velocity modifier for new particles. Rnd Rotation If enabled, the particles will be spawned with random rotations. Simulate In World Space If enabled, the particles don’t move when the emitter moves. If false, when you move the emitter, the particles follow it around. One Shot If enabled, the particle numbers specified by min & max emission is spawned all at once. If disabled, the particles are generated in a long stream. Ellipsoid Scale of the sphere along X, Y, and Z that the particles are spawned inside. MinEmitterRange Determines an empty area in the center of the sphere - use this to make particles appear on the edge of the sphere. 2. Particle Animator (Legacy

Particle system study section 1

Property: Function: Does Animate Color If enabled, particles cycle their color over their lifetime. Color Animation The 5 colors particles go through. All particles cycle over this - if some have a shorter life span than others, they will animate faster. World Rotation Axis An optional world-space axis the particles rotate around. Use this to make advanced spell effects or give caustic bubbles some life. Local Rotation Axis An optional local-space axis the particles rotate around. Use this to make advanced spell effects or give caustic bubbles some life. Size Grow Use this to make particles grow in size over their lifetime. As randomized forces will spread your particles out, it is often nice to make them grow in size so they don’t fall apart. Use this to make smoke rise upwards, to simulate wind, etc. Rnd Force A random force added to particles every frame. Use this to make smoke become more alive. Force The force being applied every frame to the particles, measure relative to the world. Damping How much particles are slowed every frame. A value of 1 gives no damping, while less makes them slow down. Autodestruct If enabled, the GameObject attached to the Particle Animator will be destroyed when all particles disappear.

3.Particle Renderer (Legacy)

Cast Shadows If enabled, allows object to cast shadows. Receive Shadows If enabled, allows object to receive shadows. Materials Reference to a list of Materials that will be displayed in the position of each individual particle. Use Light Probes If enabled and baked light probes are present in the scene, an interpolated light probe. Light Probe Anchor If set, Renderer will use this Transform’s position to find the interpolated light probe. Camera Velocity Scale The amount of stretching that is applied to the Particles based on Camera movement. Stretch Particles Determines how the particles are rendered. Billboard The particles are rendered as if facing the camera. Stretched The particles are facing the direction they are moving. SortedBillboard The particles are sorted by depth. Use this when using a blending material. VerticalBillboard All particles are aligned flat along the X/Z axes. HorizontalBillboard All particles are aligned flat along the X/Y axes. Length Scale If Stretch Particles is set to Stretched, this value determines how long the particles are in their direction of motion. Velocity Scale If Stretch Particles is set to Stretched, this value determines the rate at which particles will be stretched, based on their movement speed. UV Animation If either of these are set, the UV coordinates of the particles will be generated for use with a tile animated texture. See the section on Animated Textures below. X Tile Number of frames located across the X axis. Y Tile Number of frames located across the Y axis. Cycles How many times to loop the animation sequence. Attention

Size over lifetime and emission rate ,the argument of new particle system,could be arranged availablely,It is not neccesary to take the same value from size grow argument of particle animator.Fine Tuning,arrange start size to change size.start speed to change spreading angle of sending.Emission rate arrange the speed of producing particle system.Limit velocity over Lifetime arrange the shape size of the whole sending particles.

End Good luck to you.

版权声明:本文为博主原创文章,未经博主允许不得转载。

Unity3D-SLua+ProtocolBuffers构建说明 Unity3D-SLuaProtocolBuffers构建说明.因为项目使用lua与protocalbuffer结构的架构。所以近来对lua与protocalbuffer进行了些深入的了解。对构建sluaprotocalbuffer的体会进

C#多线程与Unity中的使用 C#的多线程是一个非常有用的功能,测试如下:(自动加i)usingUnityEngine;usingSystem.Collections;usingSystem.Threading;publicclassTest:MonoBehaviour{ThreadmyThread;//定义的线

[置顶] 关于UNITY5.0和高通AR4.2.3在手机上白屏的问题 做项目的时候遇到了这个问题后来根据这位朋友的博客

标签: Particle system study section 1

本文链接地址:https://www.jiuchutong.com/biancheng/369208.html 转载请保留说明!

上一篇:Unity shader 官网文档全方位学习(一)(unity shader editor)

下一篇:Unity3D-SLua+ProtocolBuffers构建说明

  • 房屋用途 居住用房 住宅 区别
  • 工业增加值怎么找
  • 企业罚职工的钱违法吗?
  • 哪些进项税额不能加计抵减
  • 残保基金怎么算
  • 收到固定资产发票抵扣进项税
  • 市场运营部门工作职责
  • 管理费用期末有余额么
  • 信息技术服务费计入什么会计科目
  • 季度预缴能不能弥补亏损
  • 一般纳税人计提水利基金会计分录
  • 多项固定资产能否合并入账
  • 购进环保节能设备如何抵扣进项税
  • 财政拨款的事业单位有哪些
  • 企业认购普通股100万股作为交易性金融资产管理
  • 企业申请核定征收的要求
  • 简易计税 增值税专用发票
  • 技术服务发票税率 5% 小规模
  • 企业所得税汇算交所得税如何做账务处理
  • 异地预缴税款怎么做分录
  • 年薪超过12万交多少税
  • 个体工商户可以给自己交五险一金吗
  • 统一社会信用代码证
  • 企业开具咨询费的发票
  • 申报印花税填表过程
  • 广告业文化事业建设费2023标准
  • 企业计提房产税的会计处理正确的是
  • 公众号采集文章手机操作
  • 更新网页证书
  • php ftp函数
  • linux命令大全详解
  • laravel快速入门
  • php读取excel内容
  • php获取当前时间戳函数
  • thinkphp extend
  • elementui form rules
  • $ajax请求
  • 小规模纳税人什么意思
  • 视同销售实物出资是否开专票吗
  • 种植中药材公司取名字大全
  • 小规模申报增值税减免税申报明细表
  • 购买汽车抵扣增值税
  • 银行存款如何做到4个点
  • 生产企业免抵退红字冲减
  • 金蝶如何新增客户
  • 印花税每个月都要申报吗
  • sql分页存储过程
  • 没有发票可以先入费用科目吗
  • 存货周转率作为控制变量
  • 个税专项附加扣除什么意思
  • 出纳与会计现金的区别
  • 试分析营改增的重大意义
  • 劳务分包预缴税款计算公式
  • 债券溢价摊销有什么影响
  • 财务常见问题有哪些
  • 市场营销策划开票品目
  • 外经证核销反馈表写错了怎么办
  • 小规模纳税人变更一般纳税人条件
  • 小规模纳税人怎么申报增值税报表
  • 跨国公司国内外发展现状
  • 什么是活页式账户
  • Mysql中explain作用详解
  • centos安装后配置
  • wp升级
  • 关闭windows报错
  • 手机用xp系统
  • Win7系统安装教程
  • win8应用商店停止服务
  • win7系统IE浏览器一点就闪退
  • unity动画调速度
  • JavaScript中的变量名不区分大小写
  • jquery 下拉框变更事件
  • django环境配置
  • Node.js中的http请求客户端示例(request client)
  • js原型作用
  • jQuery判断checkbox选中状态
  • 挂车买保险是怎么买的
  • 税务系统干部选拔任用工作树立导向
  • 怎么在年报查询个人信息
  • 烟叶税的意义和感悟
  • 免责声明:网站部分图片文字素材来源于网络,如有侵权,请及时告知,我们会第一时间删除,谢谢! 邮箱:opceo@qq.com

    鄂ICP备2023003026号

    网站地图: 企业信息 工商信息 财税知识 网络常识 编程技术

    友情链接: 武汉网站建设