Particle Systems Using and Creating Copyright © 2015 Curt Hill.

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Particle Systems Using and Creating Copyright © 2015 Curt Hill

Transcript of Particle Systems Using and Creating Copyright © 2015 Curt Hill.

Page 1: Particle Systems Using and Creating Copyright © 2015 Curt Hill.

Particle Systems

Using and Creating

Copyright © 2015 Curt Hill

Page 2: Particle Systems Using and Creating Copyright © 2015 Curt Hill.

Introduction

• Particle systems are way to add inconsequential movement and realism to a level

• There are several that come with UDK

• You may also create your own• Like SpeedTree gives you the

option to inject realism easily

Copyright © 2015 Curt Hill

Page 3: Particle Systems Using and Creating Copyright © 2015 Curt Hill.

A Particle

• A simplified actor that moves within a level for a limited time

• There are two pieces:– An emitter– A particle

• These typically do not interact with the players that much

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Page 4: Particle Systems Using and Creating Copyright © 2015 Curt Hill.

The Particle

• Polygon mesh, although usually very simple

• Each particle has: – A starting position – determined by the

emitter– A lifetime – usually measured in

seconds– A characteristic trajectory

• It is spawned, it moves and then disappears

Copyright © 2015 Curt Hill

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Mesh• Most actors have a complicated

mesh with suitable material covering– Typical tree is thousands of polygons

• The quad particle is most common– A single four sided polygon

• A card

– It is covered with a material

• More complicated meshes are allowed but are often not needed

Copyright © 2015 Curt Hill

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Lifetime

• The emitter spawns the particles• The lifetime is the duration in

seconds in which they exist• A rain drop might exist for five

seconds• A bug may exist for considerable

longer

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Distribution

• The particle never comes to rest• The distribution describes its

position and scale over time• Raindrops and bugs do not change

in their lifetime but smoke and fire might

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Level Of Detail

• LOD for short• Gives the ability to have a low

quality and a high quality representation depending on distance– High requires more rendering work – Why do this when you are far away?

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The Emitter

• An invisible 3D solid that spawns particles throughout its space

• A gun muzzle will be a small emitter– It appears that the muzzle flashes

come from a single point

• A rain cloud will be a large solid– The rain drops will start in a wide area

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Multiple Emitters

• A particle emitter may have one or more actual emitters

• Multiples allow variations in appearance

• Rain drop splashes have four– Each of which has a different splash

pattern

• Cloud has just one

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Using Particle Systems

• The UDK comes with more than a hundred particle systems

• Like any actor they are placed into the level by dragging from the content browser

• Adjust with the transformational and scaling widget

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Cascade Editor

• This allows you to change the characteristics of a system

• These can be saved for future uses as well

• In the next image are four areas– 1 Preview Pane– 2 Emitter Pane– 3 Properties Pane (context dependent)– 4 Curve Editor Pane

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Cascade Editor

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Emitter Properties

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Conclusion

• Lets make the rain fall

Copyright © 2015 Curt Hill