world space particles with slate

Slate Forums General Discussion world space particles with slate

This topic contains 6 replies, has 2 voices, and was last updated by  Gavalakis 4 months, 4 weeks ago.

Viewing 7 posts - 1 through 7 (of 7 total)
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  • #1028

    blgart
    Participant

    Hi,
    I’m having no success with things like smoke trails in world space ( to get those nice arcs based on animation)
    Ive tested animation clips, transform tracks and paths
    I’d prefer using paths out of all of them but none of them respect world space drag, it just locks to local

    is this possible? what would be the best way to get this?

    cheers

    #1030

    Gavalakis
    Keymaster

    Hey,
    Hmm. Particle systems have a setting called ‘Simulation Space’, which by default is set to Local. You should probably want to set it to “World” unless the problem lies elsewhere. Can you please confirm if that was the case indeed?
    Thanks.

    #1033

    blgart
    Participant

    Hi
    yes I know about that setting, thats what I mean.

    When that is set to simulate in world it doesn’t with slate, it acts like its in local space

    make a smoke trail particle set it to world and see what I mean. it fine in unity play mode but not when attached to an object or called up by sample particle

    any ideas?
    cheers

    #1034

    Gavalakis
    Keymaster

    Hello,
    Sorry for stating the obvious in my previous post 🙂
    Indeed, in Editor the Sample Particles System clip does not take into account World Space and I dont think that is possible with the ParticleSystem API, but in play mode the particles play fine is that correct? (it does here).
    The editor simulation is really meant as a preview.

    We can change the action clip to simply play/stop the particles instead of simulating them explicitely, but the downside of this is that the particles will not respect the current time the we are in the cutscene.
    To test what I mean out, you can open up SampleParticleSystem.cs and completely comment out or delete the OnUpdate function in there.
    Let me know if after doing the above, you prefer the results over how they are now, but once again, please remember that the simulation taking place in editor is a preview. What is really important of course would be the particles to play correctly in play mode 🙂

    Let me know what you think.
    Thanks.

    #1035

    blgart
    Participant

    ok thank you for the idea,
    I think for scripted fx to a specific time range like explosions, what you have is fine,

    but for “dynamic” acting particles like smoke trails it requires always world space and doesn’t matter so much if they are “out of sync”
    because they are always some what random and in constant emmision until killed off

    cheers

    #1036

    blgart
    Participant

    ok .
    so that didnt work while rendering out a sequence.
    but.. what does kind of work is using the legacy particles and having them selected while the preview is playing, then they show up correctly in cutscene preview and act in worldspac and render out

    phew, what a workaround

    thanks for your help

    #1039

    Gavalakis
    Keymaster

    Thanks for the follow up.
    Please note, that it is also possible to render while in PlayMode. Just enter PlayMode and hit render 🙂
    This way, the particles will be simulated correctly, since in play mode they are not sampled per frame, but rather just Played.

    Let me know if that indeed works out for you.
    Thank you.

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