Particle System Renderers: Difference between revisions

From Valve Developer Community
Jump to navigation Jump to search
m (Indents! :])
mNo edit summary
Line 10: Line 10:
:* 1 - Fix Z and rotate along X and Y
:* 1 - Fix Z and rotate along X and Y
:* 2 - Fix X and Y and rotate along Z (always face up)
:* 2 - Fix X and Y and rotate along Z (always face up)
== render_rope ==
Renders all particles in the system into one continuous "rope", the smoothness can be adjusted by changing texel_size and subdivision_count. Killing particles will cause the rope to instantly flick to adjust the rope to remain continuous, so random lifetimes and continuous emitters can look poor, depending on the effect.
== render_screen_velocity_rotate ==


== render_sprite_trail ==
== render_sprite_trail ==
Renders animated sprites with trails based on their velocity.
Renders animated sprites with trails based on their velocity.
== render_rope ==
Renders all particles in the system into one continuous "rope", the smoothness can be adjusted by changing texel_size and subdivision_count. Killing particles will cause the rope to instantly flick to adjust the rope to remain continuous, so random lifetimes and continuous emitters can look poor, depending on the effect.

Revision as of 12:12, 3 June 2010

render_animated_sprites

Renders animated sprites of varying orientations.

animation rate
Rate at which to animate particles (???).
orientation_type
Various orientation types:
  • 0 - Billboarded (always face camera)
  • 1 - Fix Z and rotate along X and Y
  • 2 - Fix X and Y and rotate along Z (always face up)

render_rope

Renders all particles in the system into one continuous "rope", the smoothness can be adjusted by changing texel_size and subdivision_count. Killing particles will cause the rope to instantly flick to adjust the rope to remain continuous, so random lifetimes and continuous emitters can look poor, depending on the effect.

render_screen_velocity_rotate

render_sprite_trail

Renders animated sprites with trails based on their velocity.