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particles_base

A particles_base material is used for particles. Animation is supported.

States

In the States tab you can set rendering passes and available options. Enabling some of the states activates additional textures and parameters in the Textures and Parameters tabs respectively.

The states divide into 2 groups: Passes and Options.

Possible values for an Ambient pass:

GUI name XML name Description
Skip none Material is not rendered.
Opacity opacity Material diffuse colors are blended with the ambient color.
Transparent transparent Material diffuse colors are not modulated by the ambient color.

Possible values for all the other passes:

GUI name XML name Description
Skip none Material is not rendered during the pass.
Default default Material is rendered during the pass.

All the options can be either enabled or disabled by ticking the respective boxes.

All the states can be set to default ones - click a Set to parent button near the state (if the state is different from the default one, its field will be highlighted with green).

The states available for this kind of materials are listed below.

Passes

Passes specify during which rendering pass the material should be rendered. They are modified in the Passes field of the States tab.

GUI name XML name Description
Deferred deferred Deferred rendering pass. Specifies if the material should be rendered during the deferred pass. For the transparent surfaces see also a Post deferred option.
Auxiliary auxiliary Auxiliary rendering pass. Specifies if the material should be rendered into the auxiliary buffer to create a custom post-process.
Ambient ambient Ambient rendering pass. Specifies, how the material should be rendered during the Ambient light pass for the opaque objects. The actual opacity or transparency of the material depends solely on the set blending options.
Refraction refraction Specifies if the material should be rendered during the refraction pass. For transparent surfaces see also Post refraction option.
Light prob light_prob Probe lights rendering pass. Specifies, if the material should be rendered illuminated by the Probe light sources during the light and shadows rendering passes.
Light spot light_spot Spot lights rendering pass. Specifies, if the material should be rendered illuminated by the Spot light sources during the light and shadows rendering passes.
Light omni light_omni Omni-directional lights rendering pass. Specifies, if the material should be rendered illuminated by the Omni light sources during the light and shadows rendering passes.
Light proj light_proj Projected lights rendering pass. Specifies, if the material should be rendered illuminated by the Projected light sources during the light and shadows rendering passes.
Light world light_world World lights rendering pass. Specifies, if the material should be rendered illuminated by the World light sources during the light and shadows rendering passes.

Options

The following options are set in the Options field of the States tab.

GUI name XML name Description
Animation texture animation Specifies if a texture with an atlas animation will be used.
Ambient emission emission Specifies if a light emission (glow) should be simulated for the material.
Shadow shafts volumetric Specifies if volumetric shadows from world lights will be rendered from surfaces with the applied material.
Soft interaction volume Provides a proper interaction of volumetric particles with other objects. It lessens the particles color depending on their position relatively to the object:
  • If the depth value specifies, that the particles are in front or behind the object, they are rendered as usual
  • If the depth value between the cloud and the object is small, the color is smoothly interpolated
The depth value can be set using Interaction parameter. This option allows to avoid moire patterns on the objects.
Alpha fade alpha_fade Specifies if only fade alpha component of the diffuse texture is used.

Textures

In the Textures tab of the Materials Editor you can:

  • Load the textures - click a Load button near the texture and specify the path to the texture or type the path in the texture field manually
  • Open the view window to see texture's details - click a View button near the texture
  • Set the current texture to default one - click a Set to parent button near the texture (if the texture is different from the default one, its field will be highlighted with green)

The textures available for this kind of materials are listed below.

Base Textures

Base textures are loaded and modified in the Base field of the Textures tab.

GUI name XML name Texture Description Channels
Diffuse diffuse Diffuse map. A texture to define a surface's main color. RGBA:
  • RGB values store a color of the texture
  • An alpha (A) value contains either transparency values or a detail mask
Notice
An alpha (A) value will store transparency values if an Alpha test option is enabled. Otherwise it will store a detail mask.
Attenuation attenuation Attenuation map. A texture to define the color and alpha component change throughout the particle's life time, from left to right. RGBA.

Additional Textures

Additional refraction texture is present only if an Refraction pass of the States tab is set as Default. The texture is modified in the Additional field of the Textures tab.

GUI name XML name Texture Description Channels
Refraction normal Normal map. A texture to store information about a surface's normals deviation. RG:
  • RG values contain two components of a normal
  • The third component's value is calculated from the given components in run-time

Parameters

In the Parameters tab you can set or modify base and additional parameters.

Parameters of different types are set in different ways:

  • expression - vector values can be set either in the field near the parameter or in the dialog window opened when double clicking this field
  • slider - the value can be set either by smoothly moving the slider of the scroll box or manually in the box near the parameter (if required, the value bigger than maximum one for the slider can be set)
  • color - the color can be chosen in the dialog window, activated after double clicking the color field

All the parameters can be set to default ones - click a Set to parent button near the parameter (if the parameter is different from the default one, its field will be highlighted with green).

The parameters available for this kind of materials are listed below.

Transform Parameters

Texture transformation parameters are modified in the Transform field of the Parameters tab.

GUI name XML name Type Description
Animation animation_transform expression Animation coordinates transformation. A vector of the four float components, consisting of two pairs of vector elements:
  1. Scale coordinates, along X and Y axes.
  2. An offset of the animation respectively to its initial position along X and Y axes.

Auxiliary Parameters

Auxiliary color parameter is present only if an Auxiliary pass is set as a Default. The parameter is modified in the Auxiliary field of the Parameters tab.

GUI name XML name Type Description
Auxiliary auxiliary_color color A color picker to choose an auxiliary color for the Auxiliary rendering pass.

Shading Parameters

Shading parameters are modified in the Shading field of the Parameters tab.

GUI name XML name Type Description
Diffuse diffuse_color color

A color picker to choose the color of the diffuse map.

Diffuse diffuse_scale slider A coefficient to scale the brightness of the diffuse map.

The higher the value, the brighter the diffuse map is.

Base Parameters

Deferred threshold and Auxiliary threshold base parameters are present only if Deferred and Auxiliary passes respectively are set as Default ones in the States tab.The parameters are modified in the Base field of the Parameters tab.

GUI name XML name Type Description
Deferred threshold deferred_threshold slider A threshold for the alpha component for the deferred pass.

If the alpha component is greater than this value, the particle will be written into the deferred buffer.
Auxiliary threshold auxiliary_threshold slider A threshold for the alpha component for the auxiliary pass.

If the alpha component is greater than this value, the particle will be written into the auxiliary buffer.

Emission Parameters

Emission parameters are present only if an Ambient emission option is enabled and are modified in the Emission field of the Parameters tab.

GUI name XML name Type Description
Glow glow_scale slider A coefficient to scale the glow component of the emission texture, which creates a halo around an object surface.

The higher the value, the larger the halo and the brighter the material.
Notice
To increase the glow parameter a lot, go to the Render settings -> Postprocess tab -> Glow small parameter to increase the glow throughout in the scene. After that, readjust the glow on the per-material basis.

Soft Interaction Parameters

Soft interaction parameters are present only if an Soft interaction option is enabled in the States tab and are modified in the Soft interaction field of the Parameters tab.

GUI name XML name Type Description
Interaction volume_scale slider A depth factor that controls the particles color lessening depending on their position relative to the object:
  • Decreasing the value results in rendering in full color of those particles, which are positioned far from the objects
  • By 0 value, the depth value is considered to be infinity, and thus no particles will be rendered. All of them will be interpolated with the environment
  • Increasing the value results in rendering in full color more closely positioned particles. The interpolated area lessens

Refraction Parameters

Refraction parameters are present only if Refraction pass option set as Default and are modified in the Refraction field of the Parameters tab.

GUI name XML name Type Description
Scale refraction_scale slider A coefficient to scale the refraction area.

By the value of 0 there is no refraction of the light for the material.

The higher the positive value, the more distorted the image behind the refracting material is.

Negative values invert the direction of distortion: the lower the negative value, the bigger a distortion is.
Power refraction_power slider A coefficient to scale the refraction post-processing power.

The higher the value, the brighter the reflection is.
Last update: 2017-07-03
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