Last updated: 20/05/2014
ActiveParticleLight generates glittering particles that appear with movement.
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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.
-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.