Particle Systems - Cascade SubUV

Cascade SubUV

Use sequence frame mapping in Cascade, select Sub UV mode in Required:

Indicates that the sequence frame is 8x8 mode;​​​​​​

To select Burst mode in Spawn,

 

Here, at the beginning of the Emitter life cycle (the Time parameter range 0~1 indicates the life cycle range of the entire particle, 0 indicates the beginning of the life cycle), only one particle is Burst (Count is 1, which refers to the maximum number of Burst particles);

Then add

 

Module, the Out Val parameter in the Sub Image Index parameter of the module indicates the number of sequence frames to be played:

 

In the life cycle of the particle (the range of In Val parameter 0~1 represents the entire life cycle), the first frame is played at the beginning (Out Val is 0), and the last frame is played at the end (Out Val is 63, and the maximum is 64 frames. But the array index starts from 0);

To keep the life cycle of Emitter consistent with the life cycle of emitted particles, the

 

 It must be consistent with the parameters in Lifetime:

Here, the particles playing the sequence frame will be emitted every 3 seconds, live for 3 seconds, and play the sequence frame in 3 seconds;​​​​​

In the related particle shader, you can use the TextureSubUV node instead of the TextureSample node:

In this way, the transition between sequence frames is smoother, but TextureSubUV is more performance-consuming than TextureSample;

After replacing the node, you also need to change the SubUV parameter under Required to:


 

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Origin blog.csdn.net/DoomGT/article/details/112508923