![]() ![]() You can also give it a time-to-die value after the effect has stopped, and it will allow you to gracefully fade out your particles. If you use the “InfiniteLife” template, it will take care of this for you. In most cases, you will want your infinite particles to die when the effect instance is stopped. Particles with infinite life will always have a LifeRatio of zero, and never die unless the game engine explicitly kills all the particles of an effect instance (expensive operation, requires explicit handling). LifeRatio is the particle’s normalized age, and allows to drive behaviors based on the particle’s life. Particles with finite life have a usable and useful property we call LifeRatio. Setting a particle’s life is done by using the SetLife node: Life can be set to 0, some non infinite value, or infinity. However, for the particle to do something useful, other nodes are usually needed, either renderers or event generators / triggers.Įach particle needs to have its life set (by default, particles have their life set to 0). To have a properly running simulation, a single node is mandatory: The “SetLife” node The bigger the memory footprint of the data a wire carries, the bigger the wire. The base mode colors wires based on the type of data they carry, and nodes based on the function they have. You can quickly switch between different modes that highlight different important information. Nodes are color-coded based on the current visualization mode of the graph. When you select a node, its properties will be shown in the propertygrid panel. It takes some values in from the left of the graph, performs some computations, and output results to the right. So typically, you will find initialization / spawn nodes on the left of the graph, renderers on the right, and nodes that update the particle values each frame in the middle.Įach node can have multiple input pins and output pins. A node that produces some data will be on the left hand side of a wire, a node that consumes that data will be on the right hand side. The graph is read from left to right, and data flows in that direction. Instead, you will simply wire the value you computed to whatever node uses it. ![]() You do not have to (and cannot) explicitly say you want to “store” or “load” a “float” value named “BurstSpeed” or “ColorScale”, or whatever. ![]() In PopcornFX v2, there is no explicit per-particle data storage. The particle graph is a single graph which defines the behavior of a particle both when it is spawned, when it evolves during simulation, and when it is rendered. (for example a wire carrying a float3 will appear wider than a wire carrying a float). Wider lines means more data is transferred. Links between nodes represent particle data (Velocity, Position, Size. The particle graph describes the behavior of a particle. ![]()
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