In addition to pre-configured prefabs, you’ll also find third party frameworks and tools for creating the perfect particle symphony. It’s stocked with ready-to-use particle systems capable of simulating almost any effect you need, designed by some of the best artists and technical directors in the industry. You don’t have to be a particle systems scientist to get it right, because there are thousands of top-notch particle effects in the Asset Store. And having a standalone PopcornFX Editor, with a big viewport, particle-oritented UI, with a lot of particle debugging and profiling tools, is real plus. A solid particle system is a well-balanced cocktail combining beautiful artwork, masterfully tuned sets of behavioral properties and platform+performance considerations. It’s great fun to experiment with making particle systems from scratch, but it can also be time consuming and tricky to get just right. Should the particles be 2D textures or mesh? Should they face a specific camera? How quickly are they emitted, for how long, with what velocity? Do they change color, size, or opacity over time? Do they bounce off colliders? Do the particles fizzle and pop, then emit child particles? Many decisions need to be made in creating the perfect particle system. The problem is that it seems to keep all the particles so at the end of the video there is over 3000 particles hiding somewhere. At the core of a particle system is a gameobject with a particle emitter, a controller that allows you to design, configure, and control the particle effect. Hello, I am currently using Particle playground on a 'audio spectrum' 4 minute video where the smoke comes from the logo and then slowly moves out of vision on the sides.
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