top of page

ActiveParticleLight

Harigane- Particle

MMM Compatible

Last updated: 20/05/2014

ActiveParticleLight generates glittering particles that appear with movement.

ActiveParticleLight

Click the image above to see it in full

Download

Tutorial

1. Go to 'accessory manipulation' and click 'load'.

2. Select 'ActiveParticleLight.x' and click 'OK'.  



Accessory Parameter Values 

-X, Y, and Z: Adjusts the position of the effect. 

-Si: Adjusts the amount of particles generated. 

-Tr: Adjusts the opacity of the particles.

Editing the Code Parameters

-Line 10: #define UNIT_COUNT: Determines the maximum number of particles, by multiples of 1024, that can be generated at once. Setting this value to 1 sets the maximum number of particles to 1024, or (1 x 1024); whereas setting it to 4 sets the maximum to 4096, or (4 x 1024). 


-Line 16: float3 ParticleColor: Determines the color of the glittering particles, represented in a (Red, Blue, Green) format. 


-Line 17: float ParticleRandamColor: Determines the color variance of the particles, within a range of 0.0~1.0. Setting this value to 1.0 allows for greater color variance. 


-Line 18: float ParticleSize: Determines the size of the particles. 


-Line 19: float ParticleRandamSize: Determines the size variance of the particles, within a range of 0.0~1.0. 


-Line 20: float ParticleSpeedMax: Determines the maximum initial speed of the particles generated. 


-Line 21: float ParticleSpeedMin: Determines the minimum initial speed of the particles generated. 


-Line 22: float ParticleRotSpeed: Determines the rotation speed of the particles generated. 


-Line 23: float ParticleInitPos: Determines the initial position where particles spawn, relative to the accessory x file. 


-Line 24: float ParticleLife: Determines the duration of the particles generated, represented in seconds. 


-Line 25: float ParticleDecrement: Determines when the particles begin to disappear, represented as a ratio to ParticleLife. A smaller value means the particles will disappear sooner.


-Line 26: float OccurFactor: Determines the number of particles generated relative to the movement. A greater number means more particles are generated. 


-Line 27: float ObjVelocityRate: Determines the particle velocity relative to the accessory x file's movement speed.


-Line 30: int GlareCount: Determines the sharpness of the sparkling particles. A larger number will result in more round sparkles, whereas a smaller number will result in sparkles with more defined points.


-Line 31: float LightCenter: Determines the size of the light in the center of the particle, represented as a ratio of the main light beam length.


-Line 32: float LightPower: Determines the intensity of the particles' glow, within a range of 0.0~1.0.


-Line 33: float LightAmp: Determines the range of intensity of the light particles' blinking.


-Line 34: float LightFreq: Determines the frequency of the light particles' blinking.


-Line 36: int SubGlareCount: When LIGHT_TYPE is set to 1, determines the number of smaller light glares in between the main light glares.


-Line 37: float GlareThick: When LIGHT_TYPE is set to 1, determines the thickness of the main light glares. -Line 38: float SubGlareThick: When LIGHT_TYPE is set to 1, determines the thickness of the smaller light glares.


-Line 39: float SubGlareLength: When LIGHT_TYPE is set to 1, determines the duration of the smaller light glares, represented as a ratio of the main light glares.


-Line 43: float3 GravFactor: Determines the intensity of gravity on the particles generated, represented in a (x, y, z) format.


-Line 44: float ResistFactor: Determines the velocity resistance of the particles generated. A greater value means the particles will drag along.


-Line 52: float3 vel = float3: Determines the initial velocity of the particles generated. A non-zero value means the particles will be generated even when the accessory x file is not being moved.

Tips

-You can attach the effect to a model's bone and it will follow the bone movement.


-Harigane recommends setting this effect to be at the bottom of the accessory draw order.


-By default, the maximum number of particles generated will not exceed 4096. The effect will stop generating new particles until some have disappeared.


-The amount of particles generated is determined by the movement distance, ie. moving the effect a shorter distance will produce fewer particles than moving the effect a farther distance.

bottom of page