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Emitters

Emitters can be used to simulate smoke, steam, rain, snow, and other particle effects. Emitters can be attached to moving objects or turned on and off at any time. Emitters should be placed in a foreground World for which no light rendering is done. When using Framework use the "fw.transparency.world".
The particles of an emitter get painted with the same material as the (invisible) emitter entity itself. A typical emitter/ particle material looks like:

texture0="abstract::texture.dds"
depthmask=0
blend=alpha
zsort=1
shader="abstract::particles.vert","abstract::particles.frag"
or (for real soft particles, with no visible planes)

texture0="abstract::texture.dds"
depthmask=0
blend=alpha
zsort=1
shader="abstract::particles.vert","abstract::softparticles.frag"
where "texture.dds" should be a texture with a smooth alpha channel (particles use real alpha fading, not only bitmasks).

Commands

CreateEmitter
EmitterPaused
PauseEmitter
ResumeEmitter
SetEmitterAcceleration
SetEmitterArea
SetEmitterRadius
SetEmitterRotationSpeed
SetEmitterVelocity
SetEmitterWaver
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