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Showing results for tags 'particle'.
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particle system The only thing holding Unigine back
TheHighFlys posted a topic in Feedback for UNIGINE team
So..... where's Houdini support and a new modern updated particle system to actually handle proper particle simulations? This is the last final thing that's holding unigine back in my personal opinion and curious where it's at on the road map! -
Hi everyone, I started make video tutorials for Unigine 2.11.0.1 , You can see & use , This is my playlist about unigine, and I hope useful for you. Get started with 8 hours of free video tutorials full of tips you want. Playlist 1 Playlist 2 With respect Ahmad Karami a computer teacher/ author book / test engineer / solo game developer
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- احمد کرمی
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Hello, When I add gravity to the particles And after reloading the project the gravity doesn't appear to affect the particles and shown in the image below... After reloading the project
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Hi, Is it possible to have an extra clipping plane for particles? When the near clipping plane distance is really short, particles will get very big in front of the viewer while moving through them. Is there any other solution to do that? Thanks, Sebastian
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Hi, I try to turn on and off a object particles which I loaded by Unigine::World::get()->loadNode, but nothing happens. The code below will be visited in debug. But particles are still spawning. Unigine::Vector<Unigine::NodePtr> hierarchy; myloadednode->getHierarchy(hierarchy); for (auto & node : hierarchy) { if (node->getType() == Unigine::Node::OBJECT_PARTICLES) { Unigine::ObjectParticlesPtr particle = Unigine::ObjectParticles::cast(node); particle->setNumberPerSpawn(0); particle->setEmitterEnabled(0); } } Did I forget something? Thanks, Sebastian
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I have a strange behavior with particles and Radius. When I use a mesh cluster for a mesh based particle for a particle system, the Radius (as well as the spread and groth) doesnt work. When I increase the Radius ... the particle become smaller and vice versa. Somehow it shows some more weird behaviors. It seems, that the Radius value is influencing something else (Could it be, that this have been mixed with the Emitter Size somehow?) As well, the groth shows very odd behavior and the spread of Radius and Groth as well - decreasing the values.
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Hello Folks I'm trying to get dedicated deflectors to my nodes, which should intercept with my global particle system. To Explain you: When i have a House preset, i can create a deflector in my particle system, even set it to word coordinates instead of local - all fine. but i need a more accurate way, an automated. We will have player build castles, workhouses and living-houses. How can i get a deflector into their node which we spawn when the building is finished by a player, which then interacts with the global, always present rain particle system. i would love to achieve that with deflectors, as real time intersection <<physic>> is a no-go performance wise. Any ideas?