![]() ![]() These are needed by some nodes in the particle effect, and automatically generated, can be read/written to from scripts. This is the name you need to give to particle nodes, and the name you can use inside the particle scripts (more on that later)ġ1. useful for vectors representing a direction (ex: particle velocities/accelerations/lookat/orientation vectors, etc.) TransformFull : transforms the values to worldspace (ex: particle positions) ![]() TransformNone : tells the system this stream shouldn't be transformed to worldspace TransformTranslate : translates the values to worldspace, without rotations TransformRotate : rotates the values to worlspace, without translations. Tells the particle system how it should treat the field regarding the location of the spawner. s : spawn, is variable at spawn, but stays constant through the particle's lifetime d : dynamic, might be constant at spawn, but is written to by evolvers during the simulation This is good for memory, it allows the Fx runtime to make some optimizations. See unused fields below c : constant, does not change, neither at spawn or during evolve. automatically deduced by the particle system _ : unused. Therefore, a particle layer containing 2000 of these particles will consume 80*2000/1024 = 156 Kb of memory. Just multiply this number by the number of particles.įor example, in the screenshot above, we have a footprint of 80 bytes per particle. you shouldn't use this type directly, and the scripts forbid its use.ĭirectly related to the space a particle layer will take in memory. you shouldn't use this type directly, and the scripts forbid its use. Int : 32-bit integer int2 : vector of 2 32-bit integers int3 : vector of 3 32-bit integers int4 : vector of 4 32-bit integers float : 32-bit floating point value float2 : vector of 2 32-bit floating point values float3 : vector of 3 32-bit floating point values float4 : vector of 4 32-bit floating point values u8 : reserved for some evolvers. 'Add' button, click here to add the new field Enter the name of the custom field you want to add in here.Ĥ. 'Preset' buttons, click here to quick-add one of the few often-used preset fieldsģ. The fields will appear inside the node properties panel:Ģ. To access the particle fields panel, unroll the layer you want to see, and select its 'Fields' node. The more fields a particle has, the more space it will take in memory.Īll the particles of the same layer have the same field-set, and each particle has its own version of each field.įor example, in a particle layer that has "Position", "Rotation", and "Color" fields, each particle will have its own "Position", "Rotation" and "Color", but won't have any Velocity or Sub-texture index, or rotation speed. The particle fields panel shows detailed information about the particle fields, and allows you to add, remove, or modify the particle fields. ![]()
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