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Adjusting particle systems

From: Unity 4.3 Essential Training

Video: Adjusting particle systems

And we can enlarge this out into nearly any size we'd like. Once we've made our particle system, we have nearly infinite ways I'll name this new material, cattail puffs, In the emission in our particles, we can choose a rate, and I'm going to Here's my x size, getting nice and big.

Adjusting particle systems

And we can enlarge this out into nearly any size we'd like. Once we've made our particle system, we have nearly infinite ways What I'll worry about with particles is not necessarily how they to customize it, and make it look exactly like we want. look initially, but how they behave, and where they come from. What I'll do with these cattails is to put a new material on, cattail puffs. I may end up customizing this shader as I get more into it. And then get them configured to stream little But really what I'm after is that I've got what we think white puffs out across the lake from the edge. I'll start out by making a new material.

are lots of little white puffs coming from an area on the bank. I'll pick my particle system, pull it onto that bank edge, making sure Clicking on the Materials folder, right clicking, and creating a new material. I'm nestled in the grass, and then go down to the emission sections. I'll name this new material, cattail puffs, and then change the shader over to particles. In the emission in our particles, we can choose a rate, and I'm going to Once it's named, I'll drop down under the Shaders, and choose Particles and Additives Soft. lower this down and also use a curve to be able to effect where this goes. There's different particle shaders available. What we can see in particles then is a lot of places give us opportunities to either randomize or change subtlety. And what we can see in here is I'll pick from my curve just an upswing, a slow end. that they're largely geared to be blending together. And this just puffs off a few here and there as the particle system loops. This is so that we can make particles that are It's looping up here in the particle very transparent and blend together and still maintain transparency like smoke. system rollout with a duration of five seconds. We can also use things like multiply for them So roughly every five there's another puff of these particles. to get very darker if we need say, black smoke. And these also accommodate things like sparks being totally self-illuminating. It's up to you which shader you'd like to use. A nice random looking enough array. And one shader may not work consistently for everything. So make sure you experiment with the different available shaders in here trying it out to see which one works the best for your given situation. Rather than a constant stream aiming at us. I'll leave mine as additive soft and then I'll get a texture Now look at the particle shape. in clicking on the Samples Sphere and choosing Select in the Texture Slot. This shape actually concerns the emitter. I've made a new texture called cat tail puff. Drawn in Photoshop and it's simply a white puff with a feathery edge. Not the particle shape itself. I'll close my select texture, and I'm ready to What we can do is we can tell these particles please come from something. see these particles with this white puff on them. Are you coming from a mesh or emitting from a cone? Are you emitting from a box or from a volume? I'll select my particles to start them playing We can change the shape of the emitter. So instead of one plant giving off seeds, it's most of this side of the lake. and then drag this cattail puff material right on. I'll change that shape over to a box and then We can see the particles change. enlarge out that box by clicking and dragging on the size. Alternately, we can scroll down and drag it Here's my x size, getting nice and big. And then my y size. right into the inspector here under the renderer. If you notice here I'm cranking out y and it's going out to the side. There's our particle material and we can change the shade if needed. That's because it's working on the global pivot. Now, what it will is get this place and size out When we chained over to local, we can see which direction corresponds to those axis listed in the shapes section. the emitter and then look at the behavior of those particles. I'll move it over, rotate it into place and then customize how they behave. I'll turn back on my terrain. I'll push this particle emission back into the grass so there's a range of cattails that spew seeds towards the building. Turning it on in the inspector and then I'll also bring on the daylight Right now their velocity is just leading them straight up water For our particles, they start out coming from a point of a cone. and they're simply drifting and hitting lifespan and dying off. And we can enlarge this out into nearly any size we'd like. What I'll worry about with particles is not necessarily how they What we can see in here in the particle system look initially, but how they behave, and where they come from. section, is that there's a start lifetime and a start speed. What I'll do is take that start speed down to 0, and then put I may end up customizing this shader as I get more into it. in a force of a lifetime, so the particles are born on that box. But really what I'm after is that I've got what we think Within that volume, and simply don't go anywhere. Now, I'm going to get some force in. I'll open up the force over life time. What we can do is we can say to particles. You have a velocity over a life time. Smoke may start out fast, and then hang in a column in the sky. A force, then, lets us simulate wind. What I'll do is to kick up this force in the world coordinate system and then bring up the y axis. I'll try a y of 0.25 so they just start to rise up a bit. I'll make sure to switch back over to the global coordinates so I can see which way I'm going and then put in the z of, well let's try one and a half. It looks nice but it's the wrong direction. So I'll go negative with the Z. Negative two, a little more strength. If you'd like, you can randomize this. Dropping down the arrow and choosing random between two constants. I'll leave the y alone, but put the z at negative 2 and negative 2.65 because it sounds neat. And now I've got the particles randomly over their life, starting slow and beginning to drift across the lake, dying off before they hit the building, simulating those seeds. As they get closer, we sort of lose them, and only when they're far away can we really see a whole bunch of them together. I'll scroll back up to the top on the particle system, and take the max particles down. I don't want to have that many; just a few there so it's not that noticeable. I'll pull the max particles down to 100. And, we just have a few particles out there. What I'd also like to do is to pre-warm these particles. And what this lets us do is, if we have the particles that need to ramp-up or cycle-in. It pre-warms them. So that when we start out, the particle system is already in motion. It's up to you how much customization you'd like to do. You can get, really, quite crazy with it. Getting in particles on texture sheets, cycling between multiple particles. Changing color over life, speed over life and even putting in animated wind. You can go as far as you'd like, and you can access most of the particle elements in scripting as well. So you can further hook into them. What I'll do is randomize that size and call my Cattails good. I'll drop down in the start size, and choose random between two constants. I'll set this start size then to start at point 1 and go up to point 5. So I get microscopic puffs and slightly bigger puffs. And that's it. And they start out. Blow gently towards the buildings. And disappear before any of them collide with the building. On collision then, we have limited options for collision. Although we can put in pretty decent collision effects. If we open up the collision section we can see that once we turn it on we can collide with planes in a transform and we can add on multiple objects if we need. So for example if I'd like to add the lake surface in I can choose it here in the picker and type in da for daylight water And now the particles that will hit that lake surface may bounce a little bit. Simulating the skipping of puffs across the surface. Within that collision then we can determine it as bouncy, dampening, killing it off, spawning, all kinds of fun things in there. And it's really up to you how far you'd like to go. I'll leave mine alone. I like the way it's looking, how they're born and sort of gently leave the cattails. I'll play the game and see how it looks. I'm in my scene. I don't really see much, because I've got Depth of Field on. But going outside, even picking the right door Can just start to see, maybe a puff or two. I see some little winking over there but it's really hidden. I'm going to take a quick short cut, jumping over the railings and going over to the other building. Yes, as a dev you're allowed to do this. We may end up restricting our flare by raising those colliders. But for now, this'll work. I can just see off in the distance. My little puffs streaming towards me. As if there's cattails losing seeds. And in the depth of field, looking at the water. I kind of lose track of them. So, they're working nicely. If you'd like to add in multiple particle systems, you can. You can also lower the amount of blur on the depth of field. If you'd like to show off your cat tail puffs. It's up to you how far you'd like to go. And, you can really take these to tremendous degree. So, get in there and have fun making some particles. It's neat to see what kind of life you can add to your animation.

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This video is part of

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Unity 4.3 Essential Training

78 video lessons · 11097 viewers

Adam Crespi

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  1. 2m 57s
    1. Welcome
    2. What you should know before watching this course
    3. Using the exercise files
      1m 24s
  2. 21m 21s
    1. Designing the game
      4m 39s
    2. Setting the project
      4m 9s
    3. Exploring the Hierarchy, Scene, and Inspector windows
      5m 45s
    4. Creating and transforming objects
      6m 48s
  3. 21m 34s
    1. Organizing the Assets window
      2m 55s
    2. Exporting objects from 3D modeling programs
      8m 33s
    3. Importing and configuring models and textures
      4m 54s
    4. Setting properties for models and textures in the Inspector
      5m 12s
  4. 29m 8s
    1. Introducing the game environment
      4m 27s
    2. Placing the player controller
      4m 29s
    3. Publishing project settings
      5m 32s
    4. Adding sky and fog
      8m 17s
    5. Fine-tuning the First Person Controller
      6m 23s
  5. 57m 25s
    1. Creating the terrain geometry
      3m 29s
    2. Forming the topography
      9m 54s
    3. Painting the terrain textures
      7m 9s
    4. Painting trees and forests
      10m 55s
    5. Painting grass, shrubs, and 3D geometry
      9m 38s
    6. Painting detail meshes
      8m 46s
    7. Adjusting terrain settings
      7m 34s
  6. 39m 45s
    1. Creating materials and assigning shaders
      8m 56s
    2. Handling multiple materials
      7m 13s
    3. Adding textures to a material
      3m 57s
    4. Manipulating textures
      5m 20s
    5. Adding reflections to materials
      8m 1s
    6. Creating lit materials
      6m 18s
  7. 47m 12s
    1. Creating GameObjects
      5m 2s
    2. Understanding components
      6m 15s
    3. Using colliders for barriers
      6m 22s
    4. Using colliders for triggers
      8m 1s
    5. Exploring physics
      8m 22s
    6. Working with Physic materials
      5m 3s
    7. Adding joints to rigid bodies
      8m 7s
  8. 20m 33s
    1. Setting up prefabs for animation and batching
      5m 8s
    2. Animating an object
      6m 32s
    3. Adjusting timing in an animation
      3m 50s
    4. Animating transparency and lights
      5m 3s
  9. 11m 58s
    1. Importing skinned meshes
      4m 51s
    2. Separating animations into clips and states
      3m 14s
    3. Creating transitions between states
      3m 53s
  10. 30m 22s
    1. Customizing ambient light
      2m 59s
    2. Creating the sun using a directional light
      5m 49s
    3. Using layers and tags for lighting
      3m 32s
    4. Adding spot and point lights
      4m 25s
    5. Using point lights for fill
      4m 30s
    6. Adding and fine-tuning shadows
      5m 10s
    7. Creating lighting effects with cookies
      3m 57s
  11. 9m 15s
    1. Adding scripts to GameObjects
      2m 42s
    2. Using correct script syntax
      6m 33s
  12. 23m 7s
    1. Setting up a 2D project
      3m 13s
    2. Importing sprites
      2m 30s
    3. Slicing in the Sprite Editor
      3m 6s
    4. Layering sprites and setting the sorting order
      5m 12s
    5. Creating 2D colliders
      3m 12s
    6. Adding 2D physics
      2m 25s
    7. Animating 2D elements
      3m 29s
  13. 30m 25s
    1. Creating light shafts and sunbeams
      5m 20s
    2. Using ambient occlusion to add gravity
      4m 37s
    3. Adding depth of field
      8m 40s
    4. Applying motion blur
      5m 46s
    5. Tuning color for mood
      6m 2s
  14. 38m 16s
    1. Exploring water effects
      7m 36s
    2. Working with wind zones
      2m 8s
    3. Using an audio source
      4m 3s
    4. Creating a sound zone
      5m 59s
    5. Triggering audio
      3m 37s
    6. Adding audio effects
      3m 13s
    7. Creating particle systems
      2m 26s
    8. Adjusting particle systems
      9m 14s
  15. 25m 23s
    1. Setting up occlusion culling
      5m 52s
    2. Enabling batching to reduce draw calls
      3m 28s
    3. Testing in the game window using statistics
      4m 27s
    4. Building a development build and debugging
      6m 0s
    5. Building the executable
      5m 36s
  16. 49s
    1. Next steps

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