1.The particle system exist the phenomenon of scaling with camera viewpoint.
2.Change the legacy particle system into new particle system.
Details:
1.After effects particle system.
- The texture of particle system is image sequence. This is how the particle system looked:
- Put the particle system in scene.It is this:
- But when I scroll the scene view,The particle system is scaled.
- Solution:Arrange the argument,Max Particle Size,of the particle system Renderer section.Make it bigger to available effect.
2.There are Legacy particle system and new one.The new particle system is more developed.
1. Ellipsoid Particle Emitter (Legacy)
Min Size The minimum size each
particle
Max Size The maximum size each particle
Min Energy The minimum lifetime of
each particle, measured in seconds.
Max Energy The maximum lifetime of
each particle, measured in seconds.
Min Emission The minimum number of particles that will be spawned every
second.
Max Emission The maximum number of particles that will be spawned every
second.
World Velocity The starting speed of particles in world space, along X,
Y, and Z.
Local Velocity The starting speed of particles along X, Y,
and Z, measured in the object’s orientation.
Rnd Velocity A
random speed along X, Y, and Z that is added to
the velocity.
Emitter Velocity Scale The amount
of the emitter’s speed that the particles inherit.
Tangent Velocity The
starting speed of particles along X, Y, and Z, across the Emitter’s surface.
Angular Velocity The angular velocity of new particles in
degrees per second.
Rnd Angular Velocity A random angular
velocity modifier for new particles.
Rnd Rotation If enabled,
the particles will be spawned with random rotations.
Simulate In World Space If enabled, the particles don’t move when
the emitter moves. If false, when you move the emitter, the particles follow it
around.
One Shot If enabled, the particle numbers specified
by min & max emission is spawned all at once. If disabled, the particles
are generated in a long stream.
Ellipsoid Scale of the sphere
along X, Y, and Z that the particles are spawned inside.
MinEmitterRange Determines
an empty area in the center of the sphere - use this to make particles appear
on the edge of the sphere.
2. Particle Animator (Legacy
Property:
|
Function:
|
Does Animate Color
|
If enabled, particles cycle their
color over their lifetime.
|
Color Animation
|
The 5 colors particles go through. All particles cycle over
this - if some have a shorter life span than others, they will animate
faster.
|
World Rotation Axis
|
An optional world-space axis the
particles rotate around. Use this to make advanced spell effects or give
caustic bubbles some life.
|
Local Rotation Axis
|
An optional local-space axis the
particles rotate around. Use this to make advanced spell effects or give
caustic bubbles some life.
|
Size Grow
|
Use this to make particles grow in size over their
lifetime. As randomized forces will spread your particles out, it is often nice
to make them grow in size so they don’t fall apart. Use this to make smoke
rise upwards, to simulate wind, etc.
|
Rnd Force
|
A random force added to particles
every frame. Use this to make smoke become more alive.
|
Force
|
The force being applied every frame to
the particles, measure relative to the world.
|
Damping
|
How much particles are slowed every
frame. A value of 1 gives no damping, while less makes them slow down.
|
Autodestruct
|
If enabled, the GameObject attached to
the Particle Animator will be destroyed when all particles disappear.
|
3.Particle Renderer (Legacy)
Cast Shadows
|
If enabled, allows object to cast
shadows.
|
Receive Shadows
|
If enabled, allows object to receive
shadows.
|
Materials
|
Reference to a list of Materials that
will be displayed in the position of each individual particle.
|
Use Light Probes
|
If enabled and baked light probes are
present in the scene, an interpolated light probe.
|
Light Probe Anchor
|
If set, Renderer will use this
Transform’s position to find the interpolated light probe.
|
Camera Velocity Scale
|
The amount of stretching that is
applied to the Particles based on Camera movement.
|
Stretch Particles
|
Determines how the particles are
rendered.
|
Billboard
|
The particles are rendered as if
facing the camera.
|
Stretched
|
The particles are facing the direction
they are moving.
|
SortedBillboard
|
The particles are sorted by depth. Use
this when using a blending material.
|
VerticalBillboard
|
All particles are aligned flat along
the X/Z axes.
|
HorizontalBillboard
|
All particles are aligned flat along
the X/Y axes.
|
Length Scale
|
If Stretch Particles is set
to Stretched, this value determines how long the particles are in their direction of
motion.
|
Velocity Scale
|
If Stretch Particles is set
to Stretched, this value determines the rate at which particles will be
stretched, based on their movement speed.
|
UV Animation
|
If either of these are set, the UV
coordinates of the particles will be generated for use with a tile animated
texture. See the section on Animated Textures below.
|
X
Tile
|
Number of frames located across the X
axis.
|
Y
Tile
|
Number of frames located across the Y
axis.
|
Cycles
|
How many times to loop the animation
sequence.
|
Attention
1.
Size over lifetime
and emission rate ,the argument of new particle
system,could be arranged availablely,It is not neccesary to take the same value
from size grow argument of particle animator.
2.
Fine
Tuning,arrange start size to change size.
3.
start speed to
change spreading angle of sending.
4.
Emission rate arrange
the speed of producing particle system.
5.
Limit velocity over Lifetime arrange the shape size of the whole sending particles.
End
Good luck to you.


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