Unity3d_ (shuriken particle system) makes simple fireworks explosion effect

Source: Internet
Author: User

The particle system in unity can be used to create special effects , such as fire spark effects, simple explosion effects, and so on. (after all, programmers are not designers , simple special effects are no problem, to make some very beautiful special effects or need to learn more about art-related knowledge.) )

The particle system implements a simple fireworks explosion effect : (to highlight the fireworks effect, I turn the sky background black)

(Disadvantage: six kinds of particle color collocation is not good, simulated fireworks not perfect, fireworks explosion effect particles are not handled well, visually looks a bit strange, practice makes perfect Ingo (∩_∩) o~)

Implementation process

I. Creating a particle system

Select the menu bar Game object->effects->partical System command to create a particle system object in the scene as a firework effect

  

Particle systems consist primarily of partical Effect two panels in the partical system component and scene view in the Inspector View

  

Click "Open Editor" to jump to the interface

Second, set the resulting particle effects

Take fireworks fireworks particle effects as an example

(1) Set the life cycle of the fireworks particles in the partical effect panel, tick the size over lifetime and expand the size over lifetime panel, using curves to control the particle's change in the life cycle

(2) in the Particle editor interface, check the emission option to change rate (speed) from 10 to 1, so that fireworks (fireworks) emission rate slows, making it more effective

(3) Adjust the fireworks particle emitter in shape to emit particles in the shape of the cone cone.

(4) Adding a particle system resource bundle

Right-click the Assets folder under Project view, importpackage command to import particle systems particle system resources, open the fireworks particle editing panel's render item to the material (Material) Replace with particle firework and modify some parameters

(5) Modify the initial properties of fireworks, in order to let the fireworks fly is not so high, you can Firworks start Lifetime (the initial life of the particles) to adjust ; fireworks rising colors should not be pure white, so talk start Color (The initial color of the particles) is set to be random between two colors; the initial size and speed should be set slightly larger, set as follows

To this successful production of fireworks off the effect, in order to realistic practical effects, you can do more particle effects to assist

Self-made six particle effect initial value

Particle System common attribute interpretation: Portal

1. The initialization module of the particle system is expanded by default: This module is an intrinsic module and cannot be deleted or disabled. This module defines some basic parameters such as duration, cycle mode, launch speed, size, and so on when the particle is initialized. 2.Emission: The transmit module controls the particle's emission rate (rates), which can be used to generate a large number of particles at a specific time during the particle's duration, simulating the explosion effect to generate a whole bunch of particles. 3.Shape: The shape module defines the shape of the particle emitter, which provides the initial force along the normal or random direction of the shape's surface, and controls the emission position and direction of the particle. 4.Velocity over Lifetime: The life cycle speed module is the speed of every particle in the life cycle, more obvious for particles with physical behavior, but for those particles with simple visual behavior effects, such as smoke drift and particles with little interaction with the physical world, The function of this module is not obvious. 5.Limit Velocity over lifetime: The life cycle speed limit module controls the speed limit of particles during the life cycle and the speed attenuation, which simulates a drag-like effect. If the velocity of the particle exceeds the set limit, the velocity of the particle is locked to that limit value. 6.Force over Lifetime: The life cycle Force module controls how the particles are subjected to stress during their life cycle. 7.Color over lifetime: The life cycle Color module controls the color change of particles over the life cycle. 8.Color by Speed: Color Control module This module allows the color of each particle to vary depending on its speed. 9.Size over Lifetime: The life cycle particle size module controls the size change of each particle over its life cycle. 10.Size by speed: particle size velocity Control This module allows the size of each particle to vary depending on its speed. 11.Rotation over Lifetime: The life cycle rotation module controls the rotational speed of each particle during its life cycle. 12.Rotation by speed: rotational velocity control Module This module allows the rotational speed of each particle to vary depending on its speed. 13.External forces: External Force Module This module controls the multiplication factor of the wind field. 14.Collision: Collision module can create a collision effect for each particle, currently only supports planar collisions, the collision is very efficient for simple collision detection. 15.Sub Emitters: Sub-emitter module This module can spawn other particles at three times of birth, extinction, collision, etc. 16.TextureSheet Animation: The sequence frame animation texture module generates the UV coordinates of a particle over its life cycleChanges, creating UV animations of particles. You can divide the textures into meshes, storing one frame of the animation in each of the cells. You can also divide the arts into several lines, each of which is a separate animation. Note that the texture used by the animation is specified in the material property under the Renderer module. 17.Renderer: Particle renderer Module This module shows the properties associated with particle system rendering.
Common properties of particle systems

There is a sub-emitters in the particle effect, which can spawn other particles at three times of birth, extinction, collision, etc.

The goal is to let the fireworks particles rise to the highest point of extinction, the creation of new particles (explosion) effect

Unity3d_ (shuriken particle system) makes simple fireworks explosion effect

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