
If you want to transition such thing as visual particle count, you would need to use the Particle Mask, as changing particle count during runtime would also need to initiate a reboot and caching due to the current reused particle structure. Whenever you change a setting connected to the lifetime cycle the particle system needs to recalculate timings and recache, this is why you don't see any effect while transitioning values. To detach the lifetime cycle from the emission pattern you can use Lifetime Emission to compress the birth cycle and make particle live longer than the actual emission pattern. This will create more particles birthing in the beginning to then thin out. Try using a Lifetime Sorting: Custom (Particle Settings > Lifetime) and set the Animation Curve to falloff from X:0, Y:1 down to X:1, Y:0. Here is a (really) rough example preset to show the structure: Ĭlick to expand.Thanks for getting back with details, I think I grasp the issue better after reading through the edits.

You would need to combine several particle systems and possibly use a vertex lit shader to really make it pop.

I'm confused on what I should be using that allows me to control the color and have detail.Ĭlick to expand.Hi jalapen0! Truly sorry, your question fell outside my limited attention span at the moment. If I use the Alpha blend shader, there is no detail and looks like a cartoon. If I use one with multiplicative, it's black. If I use a smoke texture with alpha and an additive shader, it's too white. I cannot seem to control the color very accurately. Thank you for any ideas.Īlso, another related issue. I've been using this picture for reference and of course a number of youtube videos showing atomic tests.

There is lots of billowing smoke that I cannot seem to replicate and then the 2 caps with white hot particles that flow out and then back into itself.
#Stick particle particle playground how to
I'm not looking for details on how to create it, only some hints and ideas to help me get through this. Anyways, I've been working with PP2 trying to recreate different parts that I can merge together. I need to create an atomic explosion as realistically as possible.

I've got a huge particle subproject to do for our game. Recall that the magnitude of the tangential acceleration is proportional to the magnitude of the angular acceleration by a=r\alpha.Hello, I'm a complete noob when it comes to particles and especially particle playground. This raises the question: Is there an analogous equation to Newton’s second law, \Sigma \mathbf. We have thus far found many counterparts to the translational terms used throughout this text, most recently, torque, the rotational analog to force.
