ActiveParticleSmokewithNormalmap
Beamman- Particle
MMM Incompatible
Last updated: 24/10/2012
ActiveParticleSmokewithNormalmap produces missile smoke when a bone moves. It is designed to be used with Sovoro's AutoLuminous.

Click the image above to see it in full
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Tutorial
1. Go to 'accessory manipulation' and click 'load'.
2. Select 'ActiveParticleSmoke_withNormal.x' or 'ActiveParticleSmokeHG_withNormal.x' and click 'OK'.
3: In the 'accessory manipulation' panel, attach the effect to your desired model.
Accessory Parameter Values
-X, Y, and Z: Adjusts the position of the effect.
-Si: Adjusts the amount of smoke that is emitted.
-Tr: Adjusts the opacity of the effect.
Editing the Code Parameters
-Line 3: float3 FireColor: Determines the color of the fire, represented in (Red, Green, Blue) values.
-Line 12: float3 ParticleColor: Applies a multiply blend mode over the fire texture file, represented in (Red, Green, Blue) values.
-Line 13: float ParticleSize: Determines the size of the smoke particles.
-Line 14: float ParticleSpeed: Determines the speed of the smoke particles.
-Line 15: float ParticleInitPos: Determines the relative spawn position of the smoke particles.
-Line 16: float ParticleLife: Determines the duration of the smoke particles, represented in seconds.
-Line 17: float ParticleDecrement: Determines when the particles begin to disappear, represented in a ratio relative to ParticleLife. The lower the value, the longer it takes for each particle to disappear and be replaced.
-Line 18: float ParticleDiffusion: Determines the diffusion, ie. the spread, of the smoke particles.
-Line 19: float CoefProbable: Determines the particle generation relative to the object movement. A greater value increases the amount of particles generated with each movement.
-Line 20: float ObjVelocityRate: Determines the direction spread of the smoke particles relative to the object's velocity. A lower value means the particles will trail closer to the object.
-Line 22: float3 GravFactor: Determines the intensity of gravity on the particles generated, represented in a (x, y, z) format.
-Line 23: float ResistFactor: Determines the velocity resistance of the particles generated. A greater value means the particles will drag along.
-Line 31: float3 vel = float3: Determines the initial velocity of the particles generated.
Tips
-ActiveParticleSmokewithNormalmap is a modification of Harigane-P’s ActiveParticleSmoke_v003.
-The effect will only appear when the asset it is attached to moves. It is recommended to attach it to a model or a Dummy Bone.
-You can also enable stronger physics, then attach the asset to a bone with physics (such as a hair bone or skirt bone) and position the effect accordingly.
-The effect is rather heavy on your computer. Beamman recommends taking caution when using the HG version, as it can emit up to 16,384 particles.