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PARAMETERS |
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The parameters for TG Particles 2 are very similar to those in the original Particles shader, with some extra parameters added for greater control. If you are already familiar with the Particles shader (or with the TG Noise shaders, which use the same “squares” processing), then it shouldn’t take you long to get to grips with TG Particles 2! The sample images seen here use cylinders, viewed from the front, and rendered in Double Sided mode. |
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Range : 0, 1, 2 Set the type of noise to be used for the particle effect. 0 is Perlin, 1 is Classic, 2 is Sparse. |
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Range : 0 to 10 Set the octaves to use for the noise Higher gives more detail in the noise (but results in slower render times). It is usually not worth setting this value above 4, as little change will be apparent. |
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Note that setting both squares parameters to a value of 0 will turn off the squares processing altogether, leaving you with a conventional noise effect (and making the processing slightly faster). Important Note If the Noise Scale is wholly divisible by the Squares, then unusual effects occur (often, the particle effect simply disappears). To avoid this, just add 1 to the number of squares for example. This was done in the sample image above, where the Noise Scale is 500, and the Squares was set to 51 (rather than 50). |
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It is possible to reverse the direction of the glow effect by setting the first part of the Reverse Fades parameter to greater than 0. |
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It is possible to reverse the direction of the particle fade by setting the second part of the Reverse Fades parameter to greater than 0. |
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A Note About Fade Points The “meaning” of the glow and particle fade points will change depending on whether you are using UV or Object / World co-ordinates, so you will have to adjust the values according to which you are using. Also, if you are using Object co-ordinates, then the values may need to be adjusted if you stretch or scale the object in particular directions (this is because the range of values covered by the Object Co-ordinates can vary - by default on a standard primitive, they range from -1 to 1, but when stretched this range can increase). |
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Range : 0, 1, 2 This parameter sets the type of co-ordinates used to generate the noise, and also affects the meaning of the Direction parameter. 0 sets the shader to use UV space (you may get a visible seam, particularly with lower Noise Scale settings), 1 sets the shader to use Object Co-ordinates, and 2 sets the shader to use World Co-ordinates. Note that for both Object and World co-ordinates, the glow and particle fade effects still happen along the Object space. However, with World co-ordinates the noise (and so the particle) effects will be calculated using the World space, which means the particles will alter if the object itself was animated to move through the scene - this can be used to give a trail of particles being deposited behind a moving object, without the use of the Frame Change parameter. |
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Range : 0, 1, 2 You can control the direction that the fade effects happen in using this parameter. If set to 0, then the glow and particle fades will occur across the U direction (if UV space is used), or along the x axis (if Object or World space is used). |
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Range : RGB Values (-10 to 10) This parameter controls the animation of the particle effect, setting the amount of shift in each direction that occurs for each frame of the animation. Normally, this would be set to move the particles in the same direction as the fade effects (as set using the Direction parameter). If using UV space, then the first part of this parameter sets the change per frame in U, and the second part sets the change per frame in V. If using Object Co-ordinates, then the three parts of this parameter set the change per frame in the X, Y and Z directions in Object space. If using World Co-ordinates, then the three parts of this parameter set the change per frame in the X, Y and Z directions in World space. |
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Range : RGB Values (however, only 0 or greater than 0 has any meaning). This parameter lets you reverse the directions of the fades. The first part of this parameter reverses the glow fade effect, and the second part of this parameter reverses the particle fade effect (the third part of this parameter has no effect). A value of 0 will result in ordinary fades, and a value of greater than 0 (it is suggested you use a value of 1, for clarity) will result in the fade still running along U or V, or x, y or z, but in the opposite direction. Note that when the fades are reversed, the Begin and End fade points will reverse their roles - the opacity will remain at the Max opacity down to the End Fade value, then it will begin to fade, reaching Min opacity at the Begin Fade value. Note that you can reverse the glow and particle effects independently. Also note that reversing the direction of the fade does not affect the direction of movement, which is controlled separately by the Frame Change parameter. |
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TG Particles2 Parameters |
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