Particle Explosion Part 1 - The Explosion

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Contents

He intermediate.png


Tutorials in this series:


Particle Explosion

In this tutorial we are going to tackle creating a fiery explosion particle that we can later on use for multiple purposes, including adding this to an fx sequence.


Step 1 - Create or Select a Texture

4 quadrant fiery explosion texture

You can use our default textures, or make your own. By making it a 512 x 512 texture and dividing it up into 4 quadrants we can get some variance out of it. We will do this by emitting a different quadrant every time a particle is born. Once you have created your texture, upload the texture using the repository browser. There is a default location for particles in the clean engine folder. However you may place particle textures wherever you like.

It's important to note that particles are associated with the area they are created in. This is so that you can make a particle chain, and then use it all over the world, but still be able to only edit the "source" particle and have those changes be reflected in all of its children. For this reason, we suggest making a Particle Area, and constructing all particles while logged into the area.



Step 2 - Create a Particle Spec

HE create explosion 1.png

Now we will create a local particle spec with HeroEngine. From the create menu, go Create/Particle/New Particle Spec/local. This will bring up the particle spec dialog. Make sure to check the following options.

/Engine/CleanGame/GlobalParticles/Textures/sample/explosion_fire_4x.dds

Also, a large number of textures designed for particle effects can be found here: /world/livecontent/globalparticles/textures/



Step 3 - Add the Particle Spec to the Area

fig 1

Now that we have a particle specification, we can add an instance of the particle spec to our area. You can do this 1 of 2 ways. Through the create menu, or through the assets panel. You should see something like in fig 1




Step 4 - Tweak Properties

fig 2

Now we want to make this look explosive instead of the default rainy behavior. When you select a particle emitter in the world or select an instance of it through the asset panel, your property panel will show a tabbed set of property sheets referring to different parts of the particle node(fig 2).

In this example we will almost be exclusively using the particle spec tab, in this case, the tab marked as explosion_tutorial_01_p.prt

1 - The first thing we want to do is neutralize the buoyancy

2 - Now we want it to randomize between all 4 quadrants of the texture


3 - Give them some trajectory



Color timeline option box

4 - Give the particle a color timeline to allow them to fade in and out on their respective birth and death.




fig 3. - Value Timeline option box

5 - Give the particle scale over time. This allows our particle to get small as it dies. First thing to note is that the Size2D property by default is a very small value .1, which makes it hard to work with. A way to work around that is to change the xScale2D and yScale2D to smaller values, .5 in this example, so that when we work with the Size2D property and the graph editor we'll have something easier to work with.



6 - Give the particle some random rotation. This helps it feel a little less synthetic.


Final Color

7 - Now we just want to make a few final adjustments to the color. First thing to do is change the blending modes. These are a little trial by fire, SO alittle experimentation between the modes and how they react with different colors is worth your time. For this example we already know what we want.



8 - Now we will switch to the emitter tab, in this example this is the emitter spec, explosion_tutorial_01.prt. We want the particle to emit more particles and we also want it to emit in a volume not from a single point.

Final gallery

Final gallery of images displaying the progression of the particle building process

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