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@@ -33,6 +33,7 @@ Rendering
|
||||
2d_meshes
|
||||
2d_sprite_animation
|
||||
particle_systems_2d
|
||||
particle_process_material_2d
|
||||
2d_antialiasing
|
||||
custom_drawing_in_2d
|
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2d_parallax
|
||||
|
||||
280
tutorials/2d/particle_process_material_2d.rst
Normal file
@@ -0,0 +1,280 @@
|
||||
.. _doc_particle_process_material_2d:
|
||||
|
||||
ParticleProcessMaterial 2D Usage
|
||||
================================
|
||||
|
||||
Process material properties
|
||||
---------------------------
|
||||
|
||||
The properties in this material control how particles behave and change over their lifetime.
|
||||
A lot of them have ``Min``, ``Max``, and ``Curve`` values that allow you to fine-tune
|
||||
their behavior. The relationship between these values is this: When a particle is spawned,
|
||||
the property is set with a random value between ``Min`` and ``Max``. If ``Min`` and ``Max`` are
|
||||
the same, the value will always be the same for every particle. If the ``Curve`` is also set,
|
||||
the value of the property will be multiplied by the value of the curve at the current point
|
||||
in a particle's lifetime. Use the curve to change a property over the particle lifetime. Very
|
||||
complex behavior can be expressed this way.
|
||||
|
||||
.. note::
|
||||
This page covers how to use ParticleProcessMaterial for 2D scenes specifically.
|
||||
For information on how to use it in a 3D scene see :ref:`doc_process_material_properties`.
|
||||
|
||||
Lifetime Randomness
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The ``Lifetime Randomness`` property controls how much randomness to apply to each particle's
|
||||
lifetime. A value of ``0`` means there is no randomness at all and all particles live for
|
||||
the same amount of time, set by the :ref:`Lifetime <doc_3d_particles_properties_time>` property. A value of ``1`` means
|
||||
that a particle's lifetime is completely random within the range of [0.0, ``Lifetime``].
|
||||
|
||||
Particle Flags
|
||||
--------------
|
||||
|
||||
Spawn
|
||||
-----
|
||||
|
||||
Angle
|
||||
~~~~~
|
||||
|
||||
Determines the initial angle of the particle (in degrees). This parameter
|
||||
is mostly useful randomized.
|
||||
|
||||
.. image:: img/paranim11.gif
|
||||
|
||||
Velocity
|
||||
~~~~~~~~
|
||||
|
||||
Direction
|
||||
^^^^^^^^^
|
||||
|
||||
This is the base direction at which particles emit. The default is
|
||||
``Vector3(1, 0, 0)`` which makes particles emit to the right. However,
|
||||
with the default gravity settings, particles will go straight down.
|
||||
|
||||
.. image:: img/direction1.png
|
||||
|
||||
For this property to be noticeable, you need an *initial velocity* greater
|
||||
than 0. Here, we set the initial velocity to 40. You'll notice that
|
||||
particles emit toward the right, then go down because of gravity.
|
||||
|
||||
.. image:: img/direction2.png
|
||||
|
||||
Spread
|
||||
^^^^^^
|
||||
|
||||
This parameter is the angle in degrees which will be randomly added in
|
||||
either direction to the base ``Direction``. A spread of ``180`` will emit
|
||||
in all directions (+/- 180). For spread to do anything the "Initial Velocity"
|
||||
parameter must be greater than 0.
|
||||
|
||||
.. image:: img/paranim3.gif
|
||||
|
||||
Flatness
|
||||
^^^^^^^^
|
||||
|
||||
This property is only useful for 3D particles.
|
||||
|
||||
Initial Velocity
|
||||
^^^^^^^^^^^^^^^^
|
||||
|
||||
Initial velocity is the speed at which particles will be emitted (in
|
||||
pixels/sec). Speed might later be modified by gravity or other
|
||||
accelerations (as described further below).
|
||||
|
||||
.. image:: img/paranim4.gif
|
||||
|
||||
Animated Velocity
|
||||
-----------------
|
||||
|
||||
Angular Velocity
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
Angular velocity is the speed at which particles rotate around their center
|
||||
(in degrees/sec).
|
||||
|
||||
.. image:: img/paranim5.gif
|
||||
|
||||
Orbit Velocity
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
Orbit velocity is used to make particles turn around their center.
|
||||
|
||||
.. image:: img/paranim6.gif
|
||||
|
||||
Accelerations
|
||||
-------------
|
||||
|
||||
Gravity
|
||||
~~~~~~~
|
||||
|
||||
The gravity applied to every particle.
|
||||
|
||||
.. image:: img/paranim7.gif
|
||||
|
||||
Linear Acceleration
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The linear acceleration applied to each particle.
|
||||
|
||||
Radial Acceleration
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
If this acceleration is positive, particles are accelerated away from
|
||||
the center. If negative, they are absorbed towards it.
|
||||
|
||||
.. image:: img/paranim8.gif
|
||||
|
||||
Tangential Acceleration
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This acceleration will use the tangent vector to the center. Combining
|
||||
with radial acceleration can do nice effects.
|
||||
|
||||
.. image:: img/paranim9.gif
|
||||
|
||||
Damping
|
||||
~~~~~~~
|
||||
|
||||
Damping applies friction to the particles, forcing them to stop. It is
|
||||
especially useful for sparks or explosions, which usually begin with a
|
||||
high linear velocity and then stop as they fade.
|
||||
|
||||
.. image:: img/paranim10.gif
|
||||
|
||||
Display
|
||||
-------
|
||||
|
||||
Scale
|
||||
~~~~~
|
||||
|
||||
Determines the initial scale of the particles.
|
||||
|
||||
.. image:: img/paranim12.gif
|
||||
|
||||
Color Curves
|
||||
~~~~~~~~~~~~
|
||||
|
||||
Color
|
||||
^^^^^
|
||||
|
||||
Used to change the color of the particles being emitted.
|
||||
|
||||
Hue Variation
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
The ``Variation`` value sets the initial hue variation applied to each
|
||||
particle. The ``Variation Random`` value controls the hue variation
|
||||
randomness ratio.
|
||||
|
||||
.. _doc_particle_systems_2d_animation:
|
||||
|
||||
Animation
|
||||
~~~~~~~~~
|
||||
|
||||
.. note::
|
||||
|
||||
Particle flipbook animation is only effective if the CanvasItemMaterial used
|
||||
on the GPUParticles2D or CPUParticles2D node has been
|
||||
:ref:`configured accordingly <doc_particle_systems_2d_using_flipbook>`.
|
||||
|
||||
To set up the particle flipbook for linear playback, set the **Speed Min** and **Speed Max** values to 1:
|
||||
|
||||
.. figure:: img/particles_flipbook_configure_animation_speed.webp
|
||||
:align: center
|
||||
:alt: Setting up particle animation for playback during the particle's lifetime
|
||||
|
||||
Setting up particle animation for playback during the particle's lifetime
|
||||
|
||||
By default, looping is disabled. If the particle is done playing before its
|
||||
lifetime ends, the particle will keep using the flipbook's last frame (which may
|
||||
be fully transparent depending on how the flipbook texture is designed). If
|
||||
looping is enabled, the animation will loop back to the first frame and resume
|
||||
playing.
|
||||
|
||||
Depending on how many images your sprite sheet contains and for how long your
|
||||
particle is alive, the animation might not look smooth. The relationship between
|
||||
particle lifetime, animation speed, and number of images in the sprite sheet is
|
||||
this:
|
||||
|
||||
.. note::
|
||||
|
||||
At an animation speed of ``1.0``, the animation will reach the last image
|
||||
in the sequence just as the particle's lifetime ends.
|
||||
|
||||
.. math::
|
||||
Animation\ FPS = \frac{Number\ of\ images}{Lifetime}
|
||||
|
||||
If you wish the particle flipbook to be used as a source of random particle
|
||||
textures for every particle, keep the speed values at 0 and set **Offset Max**
|
||||
to 1 instead:
|
||||
|
||||
.. figure:: img/particles_flipbook_configure_animation_offset.webp
|
||||
:align: center
|
||||
:alt: Setting up particle animation for random offset on emission
|
||||
|
||||
Setting up particle animation for random offset on emission
|
||||
|
||||
Note that the GPUParticles2D node's **Fixed FPS** also affects animation
|
||||
playback. For smooth animation playback, it's recommended to set it to 0 so that
|
||||
the particle is simulated on every rendered frame. If this is not an option for
|
||||
your use case, set **Fixed FPS** to be equal to the effective framerate used by
|
||||
the flipbook animation (see above for the formula).
|
||||
|
||||
Emission Shapes
|
||||
---------------
|
||||
|
||||
ParticleProcessMaterials allow you to set an Emission Mask, which dictates
|
||||
the area and direction in which particles are emitted.
|
||||
These can be generated from textures in your project.
|
||||
|
||||
Ensure that a ParticleProcessMaterial is set, and the GPUParticles2D node is selected.
|
||||
A "Particles" menu should appear in the Toolbar:
|
||||
|
||||
.. image:: img/emission_shapes1.webp
|
||||
|
||||
Open it and select "Load Emission Mask":
|
||||
|
||||
.. image:: img/emission_shapes2.webp
|
||||
|
||||
Then select which texture you want to use as your mask:
|
||||
|
||||
.. image:: img/emission_shapes3.webp
|
||||
|
||||
A dialog box with several settings will appear.
|
||||
|
||||
Emission Mask
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
Three types of emission masks can be generated from a texture:
|
||||
|
||||
- Solid Pixels: Particles will spawn from any area of the texture,
|
||||
excluding transparent areas.
|
||||
|
||||
.. image:: img/emission_mask_solid.gif
|
||||
|
||||
- Border Pixels: Particles will spawn from the outer edges of the texture.
|
||||
|
||||
.. image:: img/emission_mask_border.gif
|
||||
|
||||
- Directed Border Pixels: Similar to Border Pixels, but adds extra
|
||||
information to the mask to give particles the ability to emit away
|
||||
from the borders. Note that an ``Initial Velocity`` will need to
|
||||
be set in order to utilize this.
|
||||
|
||||
.. image:: img/emission_mask_directed_border.gif
|
||||
|
||||
Emission Colors
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
``Capture from Pixel`` will cause the particles to inherit the color of the mask at their spawn points.
|
||||
|
||||
Once you click "OK", the mask will be generated and set to the
|
||||
ParticleProcessMaterial, under ``Spawn`` and then ``Position``
|
||||
|
||||
.. image:: img/emission_shapes4.webp
|
||||
|
||||
All of the values within this section have been automatically generated by the
|
||||
"Load Emission Mask" menu, so they should generally be left alone.
|
||||
|
||||
.. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
|
||||
The "Load Emission Mask" menu should always be used instead.
|
||||
@@ -32,12 +32,20 @@ While GPUParticles2D is configured via a :ref:`class_ParticleProcessMaterial`
|
||||
(and optionally with a custom shader), the matching options are provided via
|
||||
node properties in CPUParticles2D (with the exception of the trail settings).
|
||||
|
||||
You can convert a GPUParticles2D node into a CPUParticles2D node by clicking on
|
||||
the node in the inspector, selecting the 2D viewport, and selecting
|
||||
**GPUParticles2D > Convert to CPUParticles2D** in the viewport toolbar.
|
||||
Going forward there are no plans to add new features to CPUParticles2D, though
|
||||
pull requests to add features already in GPUParticles2D will be accepted. For
|
||||
that reason we recommend using GPUParticles3D unless you have an explicit reason
|
||||
not to.
|
||||
|
||||
You can convert a CPUParticles2D node into a GPUParticles2D node by clicking on
|
||||
the node in the scene tree, selecting the 2D workspace, and selecting
|
||||
**CPUParticles2D > Convert to GPUParticles2D** in the toolbar.
|
||||
|
||||
.. image:: img/particles_convert.webp
|
||||
|
||||
It is also possible to convert a GPUParticles2D node to a CPUParticles2D node,
|
||||
however there may be issues if you use GPU-only features.
|
||||
|
||||
The rest of this tutorial is going to use the GPUParticles2D node. First, add a GPUParticles2D
|
||||
node to your scene. After creating that node you will notice that only a white dot was created,
|
||||
and that there is a warning icon next to your GPUParticles2D node in the scene dock. This
|
||||
@@ -50,7 +58,7 @@ To add a process material to your particles node, go to ``Process Material`` in
|
||||
your inspector panel. Click on the box next to ``Material``, and from the dropdown
|
||||
menu select ``New ParticleProcessMaterial``.
|
||||
|
||||
.. image:: img/particles_material.png
|
||||
.. image:: img/particles_material.webp
|
||||
|
||||
Your GPUParticles2D node should now be emitting
|
||||
white points downward.
|
||||
@@ -67,7 +75,7 @@ spritesheet for particles.
|
||||
|
||||
The texture is set via the **Texture** property:
|
||||
|
||||
.. image:: img/particles2.png
|
||||
.. image:: img/particles2.webp
|
||||
|
||||
.. _doc_particle_systems_2d_using_flipbook:
|
||||
|
||||
@@ -257,240 +265,7 @@ This controls the order in which individual particles are drawn. ``Index``
|
||||
means particles are drawn according to their emission order (default).
|
||||
``Lifetime`` means they are drawn in order of remaining lifetime.
|
||||
|
||||
ParticleProcessMaterial settings
|
||||
--------------------------------
|
||||
Particle Process Material Settings
|
||||
----------------------------------
|
||||
|
||||
Direction
|
||||
~~~~~~~~~
|
||||
|
||||
This is the base direction at which particles emit. The default is
|
||||
``Vector3(1, 0, 0)`` which makes particles emit to the right. However,
|
||||
with the default gravity settings, particles will go straight down.
|
||||
|
||||
.. image:: img/direction1.png
|
||||
|
||||
For this property to be noticeable, you need an *initial velocity* greater
|
||||
than 0. Here, we set the initial velocity to 40. You'll notice that
|
||||
particles emit toward the right, then go down because of gravity.
|
||||
|
||||
.. image:: img/direction2.png
|
||||
|
||||
Spread
|
||||
~~~~~~
|
||||
|
||||
This parameter is the angle in degrees which will be randomly added in
|
||||
either direction to the base ``Direction``. A spread of ``180`` will emit
|
||||
in all directions (+/- 180). For spread to do anything the "Initial Velocity"
|
||||
parameter must be greater than 0.
|
||||
|
||||
.. image:: img/paranim3.gif
|
||||
|
||||
Flatness
|
||||
~~~~~~~~
|
||||
|
||||
This property is only useful for 3D particles.
|
||||
|
||||
Gravity
|
||||
~~~~~~~
|
||||
|
||||
The gravity applied to every particle.
|
||||
|
||||
.. image:: img/paranim7.gif
|
||||
|
||||
Initial Velocity
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
Initial velocity is the speed at which particles will be emitted (in
|
||||
pixels/sec). Speed might later be modified by gravity or other
|
||||
accelerations (as described further below).
|
||||
|
||||
.. image:: img/paranim4.gif
|
||||
|
||||
Angular Velocity
|
||||
~~~~~~~~~~~~~~~~
|
||||
|
||||
Angular velocity is the initial angular velocity applied to particles.
|
||||
|
||||
Spin Velocity
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
Spin velocity is the speed at which particles turn around their center
|
||||
(in degrees/sec).
|
||||
|
||||
.. image:: img/paranim5.gif
|
||||
|
||||
Orbit Velocity
|
||||
~~~~~~~~~~~~~~
|
||||
|
||||
Orbit velocity is used to make particles turn around their center.
|
||||
|
||||
.. image:: img/paranim6.gif
|
||||
|
||||
Linear Acceleration
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
The linear acceleration applied to each particle.
|
||||
|
||||
Radial Acceleration
|
||||
~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
If this acceleration is positive, particles are accelerated away from
|
||||
the center. If negative, they are absorbed towards it.
|
||||
|
||||
.. image:: img/paranim8.gif
|
||||
|
||||
Tangential Acceleration
|
||||
~~~~~~~~~~~~~~~~~~~~~~~
|
||||
|
||||
This acceleration will use the tangent vector to the center. Combining
|
||||
with radial acceleration can do nice effects.
|
||||
|
||||
.. image:: img/paranim9.gif
|
||||
|
||||
Damping
|
||||
~~~~~~~
|
||||
|
||||
Damping applies friction to the particles, forcing them to stop. It is
|
||||
especially useful for sparks or explosions, which usually begin with a
|
||||
high linear velocity and then stop as they fade.
|
||||
|
||||
.. image:: img/paranim10.gif
|
||||
|
||||
Angle
|
||||
~~~~~
|
||||
|
||||
Determines the initial angle of the particle (in degrees). This parameter
|
||||
is mostly useful randomized.
|
||||
|
||||
.. image:: img/paranim11.gif
|
||||
|
||||
Scale
|
||||
~~~~~
|
||||
|
||||
Determines the initial scale of the particles.
|
||||
|
||||
.. image:: img/paranim12.gif
|
||||
|
||||
Color
|
||||
~~~~~
|
||||
|
||||
Used to change the color of the particles being emitted.
|
||||
|
||||
Hue Variation
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
The ``Variation`` value sets the initial hue variation applied to each
|
||||
particle. The ``Variation Random`` value controls the hue variation
|
||||
randomness ratio.
|
||||
|
||||
.. _doc_particle_systems_2d_animation:
|
||||
|
||||
Animation
|
||||
~~~~~~~~~
|
||||
|
||||
.. note::
|
||||
|
||||
Particle flipbook animation is only effective if the CanvasItemMaterial used
|
||||
on the GPUParticles2D or CPUParticles2D node has been
|
||||
:ref:`configured accordingly <doc_particle_systems_2d_using_flipbook>`.
|
||||
|
||||
To set up the particle flipbook for linear playback, set the **Speed Min** and **Speed Max** values to 1:
|
||||
|
||||
.. figure:: img/particles_flipbook_configure_animation_speed.webp
|
||||
:align: center
|
||||
:alt: Setting up particle animation for playback during the particle's lifetime
|
||||
|
||||
Setting up particle animation for playback during the particle's lifetime
|
||||
|
||||
By default, looping is disabled. If the particle is done playing before its
|
||||
lifetime ends, the particle will keep using the flipbook's last frame (which may
|
||||
be fully transparent depending on how the flipbook texture is designed). If
|
||||
looping is enabled, the animation will loop back to the first frame and resume
|
||||
playing.
|
||||
|
||||
Depending on how many images your sprite sheet contains and for how long your
|
||||
particle is alive, the animation might not look smooth. The relationship between
|
||||
particle lifetime, animation speed, and number of images in the sprite sheet is
|
||||
this:
|
||||
|
||||
.. note::
|
||||
|
||||
At an animation speed of ``1.0``, the animation will reach the last image
|
||||
in the sequence just as the particle's lifetime ends.
|
||||
|
||||
.. math::
|
||||
Animation\ FPS = \frac{Number\ of\ images}{Lifetime}
|
||||
|
||||
If you wish the particle flipbook to be used as a source of random particle
|
||||
textures for every particle, keep the speed values at 0 and set **Offset Max**
|
||||
to 1 instead:
|
||||
|
||||
.. figure:: img/particles_flipbook_configure_animation_offset.webp
|
||||
:align: center
|
||||
:alt: Setting up particle animation for random offset on emission
|
||||
|
||||
Setting up particle animation for random offset on emission
|
||||
|
||||
Note that the GPUParticles2D node's **Fixed FPS** also affects animation
|
||||
playback. For smooth animation playback, it's recommended to set it to 0 so that
|
||||
the particle is simulated on every rendered frame. If this is not an option for
|
||||
your use case, set **Fixed FPS** to be equal to the effective framerate used by
|
||||
the flipbook animation (see above for the formula).
|
||||
|
||||
Emission Shapes
|
||||
---------------
|
||||
|
||||
ParticleProcessMaterials allow you to set an Emission Mask, which dictates
|
||||
the area and direction in which particles are emitted.
|
||||
These can be generated from textures in your project.
|
||||
|
||||
Ensure that a ParticleProcessMaterial is set, and the GPUParticles2D node is selected.
|
||||
A "Particles" menu should appear in the Toolbar:
|
||||
|
||||
.. image:: img/emission_shapes1.png
|
||||
|
||||
Open it and select "Load Emission Mask":
|
||||
|
||||
.. image:: img/emission_shapes2.png
|
||||
|
||||
Then select which texture you want to use as your mask:
|
||||
|
||||
.. image:: img/emission_shapes3.png
|
||||
|
||||
A dialog box with several settings will appear.
|
||||
|
||||
Emission Mask
|
||||
~~~~~~~~~~~~~
|
||||
|
||||
Three types of emission masks can be generated from a texture:
|
||||
|
||||
- Solid Pixels: Particles will spawn from any area of the texture,
|
||||
excluding transparent areas.
|
||||
|
||||
.. image:: img/emission_mask_solid.gif
|
||||
|
||||
- Border Pixels: Particles will spawn from the outer edges of the texture.
|
||||
|
||||
.. image:: img/emission_mask_border.gif
|
||||
|
||||
- Directed Border Pixels: Similar to Border Pixels, but adds extra
|
||||
information to the mask to give particles the ability to emit away
|
||||
from the borders. Note that an ``Initial Velocity`` will need to
|
||||
be set in order to utilize this.
|
||||
|
||||
.. image:: img/emission_mask_directed_border.gif
|
||||
|
||||
Emission Colors
|
||||
~~~~~~~~~~~~~~~
|
||||
|
||||
``Capture from Pixel`` will cause the particles to inherit the color of the mask at their spawn points.
|
||||
|
||||
Once you click "OK", the mask will be generated and set to the ParticleProcessMaterial, under the ``Emission Shape`` section:
|
||||
|
||||
.. image:: img/emission_shapes4.png
|
||||
|
||||
All of the values within this section have been automatically generated by the
|
||||
"Load Emission Mask" menu, so they should generally be left alone.
|
||||
|
||||
.. note:: An image should not be added to ``Point Texture`` or ``Color Texture`` directly.
|
||||
The "Load Emission Mask" menu should always be used instead.
|
||||
For information on the settings in the ParticleProcessMaterial see :ref:`this page<doc_particle_process_material_2d>`.
|
||||
|
||||
@@ -18,6 +18,10 @@ the value of the property will be multiplied by the value of the curve at the cu
|
||||
in a particle's lifetime. Use the curve to change a property over the particle lifetime. Very
|
||||
complex behavior can be expressed this way.
|
||||
|
||||
.. note::
|
||||
This page covers how to use ParticleProcessMaterial for 3D scenes specifically.
|
||||
For information on how to use it in a 2D Scene see :ref:`doc_particle_process_material_2d`.
|
||||
|
||||
Time
|
||||
~~~~
|
||||
|
||||
|
||||