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Free Effects

Re: Free Effects

Postby StarFire » 03 Mar 2015, 15:34

Great work Tatty, the store looks better for them :D
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Re: Free Effects

Postby StarFire » 03 Mar 2015, 16:25

yes nice :D
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Re: Free Effects

Postby Wolf » 11 Mar 2015, 15:41

Great stuff tattie!
Very smooth and believable.
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Re: Free Effects

Postby epsilonion » 11 Mar 2015, 18:25

Great work mate, I have been looking at particle universe and kinda need to learn how to use it, I was wanting to figure out how to make heat haze for above a fire, or say if its a hot dat putting a heat haze over a road that type of thing, but kinda stumped at the moment, its a learning curve for me.. lol

Great effects tho mate, your a star.. :D
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Re: Free Effects

Postby TattieBoJangle » 11 Mar 2015, 18:59

thanks guys!

@ liam yea something like that could be done not sure about doing it in particle universe as i don't use it but i will see what i can do when i have a bit of free time ;)
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Re: Free Effects

Postby epsilonion » 19 Mar 2015, 00:51

Just a question..

When making it rain on a scene is it west to have the particle follow the player (above) so that you dont have to make it massive to cover a zone or section of the map.

Explanation - Like having a rain cloud above the players head way up in the sky (so it does not rain in buildings), this cloud then follows the player around the scene making it rain only in the visibility distance...
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Re: Free Effects

Postby TattieBoJangle » 19 Mar 2015, 02:03

I tested both ways and both gave me the same performance so my guess is it wouldn't matter, i am thinking it is the same with models and textures if say you use 1000 models using the same texture it should in theory only use the memory for one texture.
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Re: Free Effects

Postby epsilonion » 19 Mar 2015, 02:51

Ah bloody hell that's good then, less messing around and straight to creation.. :D lol

I was hoping that would be the case, tell you what, I a impressed so far with this software...
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Re: Free Effects

Postby SolarPortal » 19 Mar 2015, 12:15

Yes, in skyline, you only pay for the mesh data and texture data once, which then allows usage many times, but it changes when batching and instancing come into play.

Personally, i would make the rain follow the player, depends on world size.
A large map, you wouldn't want the particles going for miles. On the upside you could have pockets of rain areas, doing it this way.
But following the player would be more performance effective in the long run when the rest of the scene is populated and many more particles are added to the scene.
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Re: Free Effects

Postby StarFire » 19 Mar 2015, 14:36

I generally set these atmospheric effects to center themselves to the cameras position this way you dont need to have a huge effect to cover the world. But as SP said its horses for courses ;)
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Re: Free Effects

Postby TattieBoJangle » 19 Mar 2015, 16:43

Yea i tested a few ways with the rain but i didn't really like it following the player its a shame the visible distance doesn't work for particles as it would be a good way to turn them off the further you went away.

But as always its all down to clever level design.
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Re: Free Effects

Postby SolarPortal » 19 Mar 2015, 16:59

i thought the visible distance did work for the particles lol :shock:
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