Age | Commit message (Collapse) | Author |
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The design for how we approach the "Everything Nodes" project
has changed. We will focus on a different part of the project initially.
While future me will likely refer back to some of the code I remove here,
there is no point in keeping this code around in master currently.
It would just confuse other developers working on the project.
This does not remove the simulation modifier and data block. Those are
just cleaned up, so that the boilerplate code can be reused in the future.
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The hardcoded age limit is now gone. The behavior can be implemented
with an Age Reached Event and Kill Particle node. Other utility nodes
to handle age limits of particles can be added later. Adding an
Age Limit attribute to particles on birth will be useful for some effects,
e.g. when you want to control the color or size of a particle over its
life time.
The Random Float node takes a seed currently. Different nodes will
produce different values even with the same seed. However, the same
node will generate the same random number for the same seed every
time. The "Hash" of a particle can be used as seed. Later, we'd want
to have more modes in the node to make it more user friendly.
Modes could be: Per Particle, Per Time, Per Particle Per Time,
Per Node Instance, ...
Also a Random Vector node will be useful, as it currently has to be
build using three Random Float nodes.
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A particle action is some function that is triggered by some event.
Right now, users cannot control this. There is just a
randomize-velocity on-birth action. So the direction of spawned
particles is slightly randomized now.
This also adds a new integer attribute called "Hash" which is
useful for a number of things. Mainly for generating random numbers
for a specific particle. The ID of a particle is not necessarily a good source
of randomness.
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Not sure if this is the correct fix, because I can't reproduce the error.
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Particles are now emitted from vertices of the mesh.
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