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Cascade of UE4 (Known for Particle System Editor)

Concept

  • Particle
    • points in space
    • bounce
    • look like bright, shape
  • Particle system
    • assets assigned in your content browser
    • can be filtered
  • Emitter Actor
    • object will reside in your scene
    • [star burst icon in the scene]放在viewport里的
    • In details panel, Template is what you want to show
  • Particle System Component
    • blueprint system
    • if in viewport, it spawns over and over again. and can be deleted only through list
    • only component
      • partical system
        • template
        • emit some kind of particle
  • Cascade
    • Particle editing system in UE
    • Double click any particle system
  • Emitter
    • NOT Emitter editor
    • In Cascade
    • Emitters list
    • Each column is one emitter
    • Break particle into different aspects
    • Think an effect as its own emitters
  • Module
    • A moduler component of emitter define a single aspect of behavior
    • In Each emitter column, Each one rectangular attribute
    • like spawn\lifetime\initial size\sphere\size by life\color
    • Right click, add module
    • Drag
    • Alt+Drag copy between emitter
    • Shift+Drag create a share module, like a hard link
    • Run from top to bottom, bottom will overwrite top one
    • Emitters Calc from left to right
  • Type Data Modules
    • Control what kind of particle what you want to create
    • only one can exist in an emitter
    • like GPU Sprite/Standard Sprite
      • Standard Sprite
        • Picture of little spark
      • GPU Sprite
        • picture or polygon facing camera
        • Special
          • pass to GPU to calculate since spawn
          • more particles
      • Mesh Emitter
        • each has a static mesh attached to it
      • Beam Emitter
        • target <-> source
        • & noise
      • Ribbon Emitter
        • on particle emitter
        • one particle creator
        • and Ribbon is the light follow it
      • AnimTrail Emitter
  • Distributions
    • Ways to handle diff type of number
    • Initial Size -> Detail Panel
      • Distribution
        • What type of number is expected??
        • VectorConstant
        • VectorConstantCurve
          • Curve
        • VectorParticleParameter
          • talk to a parameter from Blueprint or code
        • VectorUniform
          • min & max
          • get random number from min and max for each channel
        • VectorUniformCurve
    • Distribution ->docs.unreal page

Cascade At a Glance

High level rundown.

Viewport -> Realtime

Emitter -> 右键

duplicate & share

 

Blank detail about entire particle system

  • Emitter
    • On & off
    • Sole
    • point/cross/light/together
      • how it rendered
  • Show only modified properties
  • click curve
  • alpha over life
  • ColorOverLife
    • red green(yellowish) blue channel
    • Tab create Organized

Standard Sprite Emitter

Sparks

New Folder to Organize

  • Particle
    • Sprite
      • Material
        • Mat_Sparks
          • Translucent
          • Shading Model Unlit
          • fuzz circle
            • RadialGradientExponential
            • Particle color
      • Particle System P_Sparks
        • delete default
        • Local Space
          • parent to emitter
          • duration
          • delay
          • fire smoke
        • Screen Alignment(how face to camera)
          • PSA Velocity(rotate in the direction of their movement)
        • Emitter
          • Initial Size把system拖到actor
            • 然后看大小
            • Max 4
            • Min 2
          • Initial Location(init放在上面)起始点更密集
            • Max 20
            • Min-20
          • Initial Velocity
            • push in the x direction
            • 200 20 20
            • 100 -20 -20
          • Lifetime
            • Min 4
            • Max 5
          • Fall down bounce ground
          • Const acceleration
            • Z -980重力加速度!!!!
          • Spawn
            • Constant 50 多少
          • Color Over Life
            • Constant Curve先修改数据,然后修改curve
            • InVal
              • where you’re in time
            • Out Val
              • value of color
          • Size By Speed
            • Speed Scale
            • Max Scale
          • Collision
            • Max Collision
              • Min 2
              • Max 3
              • Collision Behavior
                • Bounce
                • Damping Factor
                  • Max 0.3
                  • Min 0.1
          • Light Module
            • 地面上会有Light
            • Spawn Fraction 不一定所有的都放光
            • Radius可以小点
      • 点击Thumbnail截图

GPU Sprite Emitter

  • Good thing to do
  • pitfalls
  • New Folder GPUSprite
    • Copy P_Sparks_GPU
    • spark 特别多的话2000导致问题,1000以上CPU就不行了
    • Type Data GPU Sprite
  • 不是每个Module都可以在GPU上工作
    • 例如
      • Collision
      • Light
        • NO Light
        • 如果想要需要加个新的emitter,fake it
  • AutoExposure Off
  • 很多问题啊,往外移动Actor没了,就没有Render了
  • Bound in view
    • Set Fix Bound
    • Restart Level
  • Collision Scene Depth
    • 把Resilience 设置成0.1
    • 可以自动反弹!!
  • Life time
    • 1.1~1.8
  • Vector Field
    • 3D Vector 可以push particle around
    • save vector data from Fluid simulation in maya 然后倒入?
    • 眼睛里冒火
    • Vector Field(GPU Only)
      • vel219
      • Add Local Vector Field
      • Drag vel219
      • Relative Scale 3D 20然后移动
      • intensity 18
        • 影响的多少 push how hard
      • tightness
        • 0没有影响
        • 1 完全控制
      • Lifetime5 ~ 7
    • VF Rotation Rate
      • 旋转速率
      • 不停的转哦
    • View->Show Vector Field

Mesh Emitter

  • Mesh Folder
    • Drag Cow Toy Static Mesh to it
      • 并且把Material 也放过去
    • 需要修改Material
      • 修改把BaseColor改成ParticleColor
  • MashParticles
    • Mesh要改
    • InitialSize
      • min 0.2
      • max 1
      • Locked axes XYZ放大缩小不会拉伸
    • Location Sphere
      • Radius 100 ,从哪里spawn
    • ColorOverLife Delete
    • Use Custom Material
    • Mesh Data
      • Override Material
    • Required
      • Override Material 用哪个particle那个
    • Color-》InitialColor(各种颜色的牛)
      • set Distribution Uniform
        • Max 1
    • Rotation init Mesh rotation
      • 各种角度的牛
    • Acceleration
      • 落到地上
      • Z -980
    • Collision
      • MaxCollision
        • 2~2
      • Damping Factor
        • 0.2~0.7
    • 为了让Collision显示出来,把Lifetime需要变长

Ribbon Emitter

  • Mat_Beam -》 Mat Ribbon
    • TextCoord->Mask->Multiply 0.5->Sine->Power(3)-> multiply Particle Color
  • Mat_Sparks -> Mat Ribble source
  • Particle System(Rename Ribbon Source)
    • P_Ribbon
    • Initial Size
      • 5~5
    • Initial Velocity
      • -30~30
      • Z 30~50
    • Const Acceleration
      • Z -980
    • Lifetime
      • 5~5
    • Spawn 5
    • Color OverLife
    • Initial Color
      • 20 2 1
    • Required
      • PSAVelocity
    • Size by Speed 随速度拉伸
      • 1 4
      • 1 4
  • New Emitter
    • TypeData New Ribbon Data
    • Spawn per unit
      • 1
    • Tail Source
      • Method: PET2SRCM Particle
      • Name: RibbonSource
    • Drag MatRibbon to new Emitter Required Module
    • Ribbon Data
      • Max Trail
        • 50
      • Sheet per
        • 1
    • Initial size
      • 2 2 0
    • delete Initial Velocity module
    • life time
      • 3
    • replace with initial color
      • 1 3 20
    • 把color over life
      • 改为constant和initcolor一样
      • 改成 InVal改成0.4

AnimTrail Emitter

  • 跟随animation
  • Put Jumping Jacks in Folder
  • MatAnimTrail
    • Particle color-> multiply
    • Texture Coordinate-》(Single out)Mask R -> multiply with particle color -> Emissive color
    • Multiply alpha ->opacity
  • TypeData
    • AnimTrail
  • 只能在有Skeleton的viewport里查看
  • Add Notify State->Trail (需要调整Trail的位置区间)
    • PSTemplate
    • First socket name
      • lowarm_l
    • Second Socket Name
      • hand_l
  • Particle System
    • lifetime
      • 1s
    • material 是单面的
      • 修改Material TwoSided
    • Animation
      • New Notify
      • 然后设置右手
    • Color Over Life
      • 0.25
        • 1 0 0
      • 0.5
        • 0 1 0
      • 0.75
        • 0 0 1
      • Curve不用Linear
        • 选中
        • 用Auto Clamped

 

N键?自动snap?

分析Starter Content

  • P_Sparks
    • GPU Sprite
    • Smoke
      • sub UVs
        • take flick of particle as frame
    • Spark
    • Spark Burst
      • Light
  • Ambient Dust
    • 4个GPU
    • 不同的
    • Shared Initial Size
    • Initial Location很大
  • P_Fire
    • 2套Flame
    • Smoke
    • Embers
      • Orbit 更随机
      • GPU
    • Distortion (CPU)
      • Required
        • Material
          • 使用Dynamic Parameter
      • Dynamic Module
        • 可以随机
        • 在Material里面使用D Parameter
        • 然后再Emitter里加上Dynamic
    • Depth Fading(接触面不会非常harsh,例如火焰靠近墙壁的时候)
      • Flame->Required->Material->Depth Fade(60 的距离)->Opacity
  • P_Explosion
    • Burst Particle
    • FireBall Spawn
      • rate 0
      • Burst List(释放N个就结束)
        • 6
      • Processing BurstList
    • 在Blueprint里使用
      • Explosion Audio(不能auto play)
      • 然后Particle一起Activate
  • P_Smoke
  • P_SteamLit
    • Look so good
      • depth fade
        • Light
          • Attenuation 覆盖过来
      • 灯光好了就可以很漂亮
      • Material的TranslucentSetting light设置成 Volumetric Directional
    • Each particle play Frame by frame video
    • Material里面texture
      • 8×8的Frame animation
      • render
      • 在Maya里的simulation
      • space even
      • Material里面的Particle SubUV
      • Required Detail
        • SubUV
          • Linear Blend
          • sub Image horizontal 8×8
      • sub image Index(Not work in gpu module)
        • curve
        • transitioning from 1 to 64
        • In.0 0.125
        • In.1 0.8

Particle LOD

  • Lower version particle
  • How control by distance
    • distance
      • < 1000:  LOD 0 highest
      • 2000~1000: LOD 1  med
      • >3000: LOD2 lowest
  • How to set up
    • Spawn Module
      • rate 50
    • 先看看有没有LOD
      • 在整个Particle设置里看
    • Add LOD
    • LODMethod
      • Automatic
    • Check time
      • 多久系统查一次距离 0.25
    • LOD0
      • 0
    • LOD 1
      • 300
    • Duplicate From Higher
      • Spawn
        • 1
      • Lifetime
        • 2~3
    • 显示不显示也是继承的
    • 就是Emitter那个对号✔️
Published inDiaryUnrealEngine

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