Okay, so last lesson we started to have a look at part effects and we looked at the explosion fire
and smoke effects.
Today we are going to have a look at the two other effects we're going to look at in this area of the
course, which is of a particle emitter and the sparkles.
We're going to start off with the sparkles, as the particle emitter is very similar to the sparkles,
but a much more advanced version of it, a lot more properties to look at.
So let's add an object.
Let's go down to the um, let's go down to the effects section.
You can see here we looked at the we looked at the explosion fire and smoke.
And we're going to look at the sparkles now.
So sparkles kind of looks like this okay.
It's just sparkles coming out of the part.
Let's click on this and does not have a lot of properties at all.
Actually you have your standard enabled where the sparkles are on or not.
And sparkle color which you can see here.
You can change the color of your sparkles if you have maybe like a coin in your game, for example,
you could make some yellow sparkles.
Let's make the coin a bit more obvious.
And then the time scale as well is how fast the sparkles are moving.
So moving it down makes them move a bit slower and then moving them down to zero.
They just don't move at all, which could be really cool effect as well.
Um, but yeah, so there are your sparkles very quick run through on those ones, but it's literally
just, um, enabled color and time scale, but they use.
Okay.
Um, now, if you think that that's not enough properties and you want something that's a bit more,
you want some, you want to change more things about it.
Well, I would recommend instead of using sparkles to use the particle emitter, as you could do the
same kind of thing with the particle with, with um, with the particle emitter basically.
Now particle emitter has quite a few properties.
That's the part sorry.
Particle emitter has quite a few properties.
Okay.
Um, I'm going to try my best to go through most of these, but some of them we might leave out because
you just don't need to know them at the moment.
But um, particle emitter is definitely the more advanced, um, part effect if we look at at the moment.
So first we look at the appearance of the sparkles.
Okay.
So the basics like your color.
For example, if we select the color property you can change the color of your of your particles.
Let's change it to like a blue.
And that kind of looks nice.
Okay.
Light emission and light influence.
Okay, so light emission is how much light it emits.
Change this all the way to one.
And they actually emit light like that there which is quite cool.
And light influence.
The description of it here says specifies the amount of influence lighting has on the particle emitter.
Um.
So we haven't looked at lighting yet.
We're actually going to look about very soon.
But, um, it's basically how much influence that has on these particles.
So you can see that there's not too much of a difference.
It's a very subtle difference, I guess, but not by too much.
I think it looks better when you set it to zero, to be honest.
And then you can manually set the brightness.
Using not there, which is quite cool.
Okay.
Um, orientation to be the facing camera.
Um, this would be the orientation, um, facing camera world.
I think we can leave those out for now.
Yeah, let's leave those out.
I've talked about cameras and stuff, which is an advanced scripting topic, actually.
Um, so.
Yeah, size, size of the particles.
You can make them a lot smaller or you can make them a lot bigger.
That's just like a beam of light, really.
Um, but.
Yeah, squash is how squash they are.
So turn the squash up to one and they're kind of stretched and squashed, um, like that.
I personally think it looks nicer without that, but it's up to you texture.
You can actually add in your own image, um, to these, which is quite cool.
Let's have a go at that.
Let's go over to the toolbox by clicking that little arrow and clicking on the toolbox.
Let's go to images and let's find some kind of image to use.
Um, let's scroll down and see what images we could use.
Just as you based one.
I think it's a pass for a game, but we can use it anyway.
Just.
Just an example.
Remember we go to the texture ID, we copy the number here, then we can just delete the decal and put
it into our particle emitter.
Will this work?
There we go.
We now have this Game Pass image as our sparkles, so you can do quite a lot of it.
It's quite cool.
I'm thinking I'm going to change it back though I think I prefer those.
Transparency is we know that one from the part how much we can see through it.
So transparency one there completely invisible 0.5.
You can see through them, see through them a bit more, which is quite cool.
Z offset.
Um, let's have a look at that.
One does a Z offset of one and I believe it's just spreading them out more.
Um.
Let's see.
Hm.
Doesn't seem to change anything.
So how high can this go?
Okay, a thousand and it's gone.
1015.
It's gone well, actually.
20.
Oh, I see what's going on here.
Okay.
Yeah.
So, um.
Oh, no, I thought it was because the sparkles are, um.
Hmm.
Z a z offset.
Oh, I think it's because you can see when we're going.
Out like that, it kind of takes some off the top, I believe, because of where the camera is, I don't
know, quite, quite a lot of these are quite advanced.
Um, but, um, I wouldn't use that personally.
Just set it to the standard value of zero.
Um, the data properties, we can see we've got the name and the parent.
We've already know what those do.
Emission.
This is where it starts getting a bit ridiculous how advanced this is.
Okay.
Um, we'll go over each one briefly.
But again you don't need to know all these.
And chances are if you just want to make a cool particle effect, you don't need to know.
Most of these properties enabled obviously is whether it's on or not.
Emission direction is the direction that the particles are being emitted from.
I think I'm going to leave it as from the top lifetime is how long they last before they get kind of
get deleted at the top.
And you can set a minimum or maximum value because you see some last longer than others.
Um, so we can set this to both to ten, for example.
And it'd be a very abrupt stop.
That hopefully.
Yeah.
There you can you can see there, once they reach a certain point, they all stop.
Yeah, you can see that.
That's that point up there that they all kind of stop at.
Or you could increase the maximum a bit so that they kind of fade out rather than all getting stopped
at once, which might look a bit better.
Um, rate is, I believe, the amount coming out at once.
There you go.
Increase the rate maybe to 50, and you can see a lot more.
There's a lot more dense, a lot more coming out.
Um, rotation.
You can actually rotate these a bit as well.
So some can kind of rotate as they go up.
If you change the max, maybe be um, 180, then they can rotate.
Can we see any of it being rotated?
Some might think I think it's quite difficult to see with these textures.
Um, rotation speed is the speed at which they rotate.
And that can be from a minimum to a maximum.
Let's say the max is a ten, for example.
And maybe we can see some rotations happening.
Not quite.
I'm not sure.
Um, speed.
So these are all minimums and maximums.
So the minimum possible speakers, all these particles can be, can, can be given different rotations,
different speeds and different spread angles as well.
Speed is a speed of these.
So if you wanted to you could increase this to ten for example.
And some are faster than others which I think person looks a bit weird.
I think I'd prefer just to keep them both as five.
Um.
But yeah.
And then spread angle is the angle at which they spread out.
So increase it to ten for example.
And I mean ten maybe let's change it to 45 a bit, be a bit more obvious.
And you can see that some they're spreading out a bit more like that there and change both to 45.
And they're kind of all going up like this.
This could be pretty good for a water fountain if you made them a bit faster and changed the speed to
maybe be 20, maybe quite good for a water fountain.
Could be, um, let's change it back to five though.
Okay.
Emitter shape is let's see what this one does.
Cylinder.
I think it's based on the shape of your part disk.
I think I'm going to skip that one out for now.
Um, it doesn't really need to be used to much shape.
In.
Out.
Let's get that one out for now.
And shape style.
Let's get that one out for now as well.
Flipbook layout.
Um, let's skip that one out for now.
Um, acceleration could be a good one.
These are basically how fast they change their speed.
Um, so acceleration is the rate or the how fast your speed changes.
Um, so almost like the speed of your speed is quite strange.
Um, change this.
And, um, you can see.
Whoa.
They all kind of accelerate that way, which is quite cool.
And if we change it in all directions, maybe.
Oh, this is just the.
Yeah.
So you can see they're going up that direction.
Let's just change to just along the Y.
And you can see they all kind of accelerate and they get faster at the top.
You see once you go up they start to get faster.
And if they are down then that's what acceleration means.
You can even increase the drag on these as well.
So this basically makes them slower.
Um, drag locked apart basically means that, um when you move the part the sparkles move as well.
So you can see here they're moving.
Change lock to part.
Um on.
And now they are locked to it like that.
They're okay.
Um, timescale is again the speed.
So 0.5 makes it all slower and then it wind effects drag.
If you had a wind system in your game, it would affect whether sparkles are going up.
Okay.
And that's the run through of most of those properties.
So I hope you can see that quite a lot of those are very advanced.
And to be honest, um, well done if you understand some of those because, um, this is definitely
a big step up from some of the other properties we've been looking at.
But if you don't understand some of them, that's completely fine, to be honest.
Um, I'm just giving you an overview of some of those properties, but I've never used that many properties.
Um, when I use the parameters and things like that.
Um, as long as, you know, the basic ones like color, size, um, transparency, maybe the rate,
the speed as well.
You don't need to know about the emitter shapes and stuff like that.
That's just too advanced for now at least.
Anyway.
Okay.
Um, as I explained in the last lesson, there are a lot more, um, part effects.
If we scroll down, I think I'll scroll back up.
Yeah.
So we missed out a couple.
We missed out beam highlight, um, trail wrap layer and wrap targets.
The reason is because, um, they don't work just by adding them inside the part.
They work using things called attachments, which is something we cover in the, um, advanced part
of this.
So we will look at those.
So don't worry.
But that will be for later on.
So, um, hope you enjoyed looking through all of these effects.
I think they are quite cool, even though there's quite a lot of new properties to learn and really
experiment them, because they're really a really cool addition to make to your game.
Okay, and next lesson we're going to have a look at some they're not really effects.
I wouldn't really call them effects, but they are more things you can add into parts to give your game
a bit more life.
We're going to look at some lighting.
Um, so adding lights into your game, um, which will be really good for buildings and things like
that as well.
Um, so have a play around with these, all these effects and once you're happy up, move on to the
next lesson and we're going to look at lighting.