This type of particles is intended to be used with Emitter Shift creating a chain-like trail after it.
Their length directly depends on the spawn rate of the emitter. Chain particles are billboard particles that form a continuous, visually uninterrupted flow.
They are similar to the previous implementation of flat particles. Route particles can be used to create tracks from moving objects (for example, trail following a ship).Leaf-fall can be successfully imitated with this type of particles. Random particles are square particles randomly oriented in the space.Sparks and splashes can be effectively simulated using this type of particles. Length particles are billboard particles that can be stretched along the direction of their movement.They also always face the camera, but have the fixed screen-aligned orientation. Point particles are similar to the billboard type.They are good for simulating some effects on plane surfaces such as water. Flat particles are perpendicular to the Z axis of their particle system.For example, billboard particles can be used to create smoke. Billboard represent rotating square planes that are camera-oriented.The number of fields (whether it is radius or boundary dimensions) depend on the chosen shape. At rendering time, random vertices of the mesh are chosen to generate particles. The particle system should be made a child node of a mesh. Random - particles are generated on the surface of an arbitrary parent mesh. Spark emitter can be used to simulate cascades of particles. The spark particle system should be made a child node of a particle system that generates initial particles. Spark - this emitter generates particles in the points of collision of the parent particles. Sphere - particles are generated at random positions within a sphere that has a specified radius.Ĭylinder - particles are generated at random positions within a cylinder that has a specified radius and height.īox - particles are generated at random positions within a cube that has a specified width (X axis), height (Y axis), and depth (Z axis). Point - particles are emitted from a single point.
The shape of the volume within which the particles are generated: When this option is disabled, turning on the particle system restores the state it had before it was turned off.Įnables synchronization of the child particle system with the parent one, even if the child particle system has the Emitter Enabled option disabled. The particles emitter's behaviour is set via the Emitter parameters.Įnables re-initialization of the particle system each time it is enabled.