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UE5.1_Niagara基础_官方内容示例_4.2

2023-03-23 16:07 作者:Winter惜曦  | 我要投稿
  • 4.2 Renderers With No Particles【无粒子渲染器】

  • Sprite and Mesh Renderers have a property called Source Mode. When set to "Emitter", the renderer can create a single sprite/mesh driven by the emitter scripts instead of particle scripts. All the bindings change to Emitter.Namespace bindings instead of Particle bindings, for instance Emitter.Position drives the position in the world, instead of Particles.Position.

    The Lifetime of the particle is controlled by the Emitter State lifetime and curves at the emitter level are automatically indexed by Emitter.NormalizedAge to make scaling things over lifetime easy.

    Look at the "bindings" section of the sprite renderer and see what each of them become when the "Emitter" setting is chosen.

    【图片和网格体渲染器有个属性叫来源模式。当设置为发射器时,渲染器可以渲染由发射器脚本而不是粒子脚本驱动的单个图片或网格体。所有捆绑属性会更改为发射器命名空间的捆绑属性以替换粒子捆绑属性,如发射器位置作为在场景中的位置,而不是粒子位置】

    【粒子寿命由发射器状态里的寿命控制,发射器层级的曲线的X轴坐标会自动设为发射器标准寿命,从而更容易地随时间缩放参数】

    【在图片渲染器的捆绑栏,查看选择发射器为来源时捆绑属性的变化】

  • This is an optimization, as minimal particle script logic is executed, in the case of only needing a single sprite renderer instead of multiple sprites across N Particles. A single glow in the center of an effect, for example.

    【在只需要渲染器渲染单个图片或网格体的情况下这个是最优化的,因为极少的粒子脚本逻辑被执行。如一个单一的中心发光效果】

  • This is also useful if using the advanced simulation stage feature which allows grids of data to be written to render targets, for example a realtime fluid simulation, calculated on a 2D Grid Collection, and then exported to a render target and rendered in a material on a single camera facing sprite or mesh.

    【这在使用高级模拟阶段功能时同样有用,该功能可把网格数据写到渲染目标,如实时流体模拟,计算2D网格收集,和输出到渲染目标,以及渲染单一面向摄像机的图片或网格体材质】

  • Sprite Renderer/Mesh Renderer

    Source Mode【来源模式】

    Particles【粒子】

    Emitter【发射器】


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