Particle System Properties: Difference between revisions

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== Properties ==
== Properties ==
; max_particles
; aggregation radius <code><[[float]]></code>
: The limit at which no new particles will be emitted until other particles are removed.
*{{todo|Description needed.}}
; material
 
: The material used for all particles in the system. If using multiple renderers they must share this material.
; batch particle systems <code><[[bool]]></code>
; bounding_box_min
*{{todo|Description needed.}}
; bounding_box_max
 
: By default the bounding box is set to enclose only the exact center of every particle. Min and max are used to expand it. The system will not be rendered if the bounding box is not visible. The values can be negative.
; bounding_box_max <code><[[vector3]]></code>
; cull_radius
*The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
; cull_cost
 
; cull_control_point
; bounding_box_min <code><[[vector3]]></code>
; cull_replacement_definition
*The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
: [[LOD|Level of detail]]?
 
; radius
; color <code><[[color]]></code>
: The default size of all particles.
*The default color for the particle system. The alpha value is ignored.
; color
 
: The default color for the particle system. The alpha value is ignored.
; control point to disable rendering <code><[[int]]></code>
; rotation
*Allows you to choose a control point that, if visible to the client, will disable rendering the particle system. The default value is -1 and will make it render everywhere.
: The default rotation of the emitted particles.
 
; rotation_speed
; control point to only enable rendering <code><[[int]]></code>
: Default rotation speed.
*The particle system will only be rendered if the given control point is visible to the player. The default value is -1 and will make it render everywhere.
; sequence_number
 
; sequence_number 1
; cull_control_point <code><[[int]]></code>
; group id
*{{todo|Description needed.}}
; maximum time step
 
; maximum sim tick rate
; cull_cost <code><[[float]]></code>
; minimum sim tick rate
*{{todo|Description needed.}}
; minimum rendered frames
 
; control point to disable rendering if it is the camera
; cull_radius <code><[[float]]></code>
; maximum draw distance
*{{todo|Description needed.}}
: The maximum distance at which the particle system is rendered. The particle system will not be visible beyond this value.
 
; time to sleep when not drawn
; cull_replacement_definition <code><[[string]]></code>
; Sort particles
*{{todo|Description needed.}}
; batch particle systems
 
; view model effect
; draw through leafsystem <code><[[bool]]></code>
*{{todo|Description needed.}}
 
; fallback max count <code><[[int]]></code>
*{{todo|Description needed.}}
 
; fallback replacement definition <code><[[string]]></code>
*{{todo|Description needed.}}
 
; freeze simulation after time <code><[[float]]></code>
*Forces the particle system to freeze after the set amount of seconds.
 
; group id <code><[[int]]></code>
*{{todo|Description needed.}}
 
; initial_particles <code><[[int]]></code>
*The particle will spawn with a specific amount of particles. Similar to the emitter [[emit_instantaneously]].
 
; material <code><[[string]]></code>
* The material used for all particles in the system. If you are using multiple renderers they must share this material.
 
; max_particles <code><[[int]]></code>
* The limit at which no new particles will be emitted until other particles are removed.
 
; maximum draw distance <code><[[float]]></code>
* The maximum distance at which the particle system is rendered. The particle system will not be visible beyond this value.
 
maximum sim tick rate <code><[[float]]></code>
*{{todo|Description needed.}}
 
maximum time step <code><[[float]]></code>
*{{todo|Description needed.}}
 
minimum CPU level <code><[[int]]></code>
*{{todo|Description needed.}}
 
minimum free particles to aggregate <code><[[int]]></code>
*{{todo|Description needed.}}
 
minimum GPU level <code><[[int]]></code>
*{{todo|Description needed.}}
 
minimum rendered frames <code><[[int]]></code>
*{{todo|Description needed.}}
 
minimum sim tick rate <code><[[float]]></code>
*{{todo|Description needed.}}
 
minimum simulation time step <code><[[float]]></code>
*{{todo|Description needed.}}
 
name <code><[[string]]></code>
* This is the name of the specific particle system.
 
normal <code><[[vector3]]></code>
*{{todo|Description needed.}}
 
preventNameBasedLookup <code><[[bool]]></code>
*{{todo|Description needed.}}
 
radius <code><[[float]]></code>
* The default size of all the spawned particles.
 
rotation <code><[[float]]></code>
* The default rotation of the emitted particles.
 
rotation_speed <code><[[float]]></code>
* Default rotation speed.
 
screen space effect <code><[[bool]]></code>
* Whether or not the particle system is a screen effect.
 
sequence_number <code><[[int]]></code>
*{{todo|Description needed.}}
 
sequence_number 1 <code><[[int]]></code>
*{{todo|Description needed.}}
 
Sort particles <code><[[bool]]></code>
*{{todo|Description needed.}}
 
time to sleep when not drawn <code><[[float]]></code>
*{{todo|Description needed.}}
 
view model effect <code><[[bool]]></code>
*{{todo|Description needed.}}


[[Category: Particle System]]
[[Category: Particle System]]

Revision as of 10:32, 21 July 2015

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Properties are values that every particle system has without anything added to it.

Properties

aggregation radius <float>
  • Todo: Description needed.
batch particle systems <bool>
  • Todo: Description needed.
bounding_box_max <vector3>
  • The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
bounding_box_min <vector3>
  • The bounding box for the particle system. It only encloses the exact center of every particle. The particle system will not be rendered if the bounding box is not visible.
color <color>
  • The default color for the particle system. The alpha value is ignored.
control point to disable rendering <int>
  • Allows you to choose a control point that, if visible to the client, will disable rendering the particle system. The default value is -1 and will make it render everywhere.
control point to only enable rendering <int>
  • The particle system will only be rendered if the given control point is visible to the player. The default value is -1 and will make it render everywhere.
cull_control_point <int>
  • Todo: Description needed.
cull_cost <float>
  • Todo: Description needed.
cull_radius <float>
  • Todo: Description needed.
cull_replacement_definition <string>
  • Todo: Description needed.
draw through leafsystem <bool>
  • Todo: Description needed.
fallback max count <int>
  • Todo: Description needed.
fallback replacement definition <string>
  • Todo: Description needed.
freeze simulation after time <float>
  • Forces the particle system to freeze after the set amount of seconds.
group id <int>
  • Todo: Description needed.
initial_particles <int>
  • The particle will spawn with a specific amount of particles. Similar to the emitter emit_instantaneously.
material <string>
  • The material used for all particles in the system. If you are using multiple renderers they must share this material.
max_particles <int>
  • The limit at which no new particles will be emitted until other particles are removed.
maximum draw distance <float>
  • The maximum distance at which the particle system is rendered. The particle system will not be visible beyond this value.

maximum sim tick rate <float>

  • Todo: Description needed.

maximum time step <float>

  • Todo: Description needed.

minimum CPU level <int>

  • Todo: Description needed.

minimum free particles to aggregate <int>

  • Todo: Description needed.

minimum GPU level <int>

  • Todo: Description needed.

minimum rendered frames <int>

  • Todo: Description needed.

minimum sim tick rate <float>

  • Todo: Description needed.

minimum simulation time step <float>

  • Todo: Description needed.

name <string>

  • This is the name of the specific particle system.

normal <vector3>

  • Todo: Description needed.

preventNameBasedLookup <bool>

  • Todo: Description needed.

radius <float>

  • The default size of all the spawned particles.

rotation <float>

  • The default rotation of the emitted particles.

rotation_speed <float>

  • Default rotation speed.

screen space effect <bool>

  • Whether or not the particle system is a screen effect.

sequence_number <int>

  • Todo: Description needed.

sequence_number 1 <int>

  • Todo: Description needed.

Sort particles <bool>

  • Todo: Description needed.

time to sleep when not drawn <float>

  • Todo: Description needed.

view model effect <bool>

  • Todo: Description needed.