How to use Lumberyard to make special effects [[1] - Overview



Recently, I helped the people in the Amazon project team to use Lumberyard to make special effects. Since there are not many domestic (even foreign) applications of this engine, I want to share with you how to better use the Particle Editor inside the Lumberyard engine while learning.

First is the download link for lumberyard

Lumberyard is a game engine developed by Amazon. Compared with Unity and Unreal, the interface design and the level of familiarity are not very friendly. There should be no Chinese version at present. There are also many limitations in making special effects in this engine, but the rendering effect of Lumberyard is still It's pretty good, if you are interested in learning about it, you can try it~ (but I personally don't recommend it OTL)

So first open Lumberyard's effects editor! To open Lumberyard's special effects editor, you can find Particle Editor in Tools in the menu bar, or find the small button we want in the small icon
(Like a scattered particle effect, it's quite intuitive)

This is our editing interface

The upper left is the preview window. Press and hold the right button to rotate, and press and hold the middle button to pan.
To create a new effect, create a new directory in libraries, then right-click in the directory and click on Add new - Add particle
In the Attributes of the special effect editor, there are the following parameters that can be adjusted:
  • Comment (just write some comments and notes)
  • Emitter (special effect emitter settings, you can choose the number of emission shapes to generate direction, etc.)
  • Particles (set some parameters of particles, including particle geometry, life cycle, rendering mode, color, texture and material, etc.)
  • Lighting (set the lighting parameters of particles, including self-illumination, ambient light and whether to generate shadows or not to accept shadows, etc.)
  • Size (the size of the particle, whether it is stretched, the starting position of the particle pivot, etc., the length of the tail, etc.)
  • Rotation (angle of rotation, initial rotation, etc.)
  • Movement (speed, acceleration, inherited speed, and some external forces such as air resistance, airflow and airflow gravity, etc.)
  • Collision (set some parameters of collision, resistance after collision, etc.)
  • Visibility (when the courseware, such as whether the underwater environment can be displayed, etc.)
  • Configuration (some configuration parameters, mainly to adapt to different models)
  • Audio (settings for some audio triggered by particles)


Emitter
Various parameters of the emitter can be selected, including the shape of the emitter (only a limited number)

Spawn offset  is the position of the generated particle from the initial point
Spawn Pos XYZ  is to modify the position of the center point of the shape compared to the emitter
Velocity XYZ is the velocity of the particle in all directions of the emitter shape's coordinate axis (and the initial velocity of the particle is cumulatively superimposed)
Sphere:
Relative Particle Movement : Similar to Unity's Simulation Space. If it is No, it will be generated in the world. If you move the emitter, the position of the generated particles will not follow. If you choose Yes, the particles will also follow the emitter. move
Count is the number of particles emitted within a certain period of time. As for the so-called given time, the official did not give a detailed explanation. After testing, it was calculated according to the lifetime of the first particle! If you are familiar with the particle system of Unity, you may need to pay special attention. There is also a small suggestion, try not to use its slider to drag the selection number...because his maximum value is too! Big! (20000) 
Maintain Density:
Continuous  is the same as the loop option in Unity. If it is not checked, the special effect will only be played once, and the effect will end when all particles die.
Spawn delay  is the same as the start delay in Unity! (So ​​don’t worry if you don’t understand spawn, it’s actually spawning. I personally think Amazon is a bit unfriendly in terms of the wording… start is just fine, so don’t get a spawn, and there are many other places such as material maps and so on. The problem of UI design...really very user-unfriendly)
The life of the Emitter Lifetime  transmitter, uh... The amazing thing is that this can only be edited if continuous is checked, and then if you want the effect to play all the time, the lifetime is set to 0 (...)
The time interval for restarting the Pulse Period  transmitter will only be different when continuous is not checked (otherwise it will keep looping)
If Orient To Velocity  is checked, the X-axis direction of the particle will change according to the speed, otherwise it will face in one direction


Next time we will talk about how the shapes of various transmitters are used~

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