Difference between revisions of "EffectShader"

Jump to navigation Jump to search
284 bytes added ,  15:05, 25 January 2013
improving presentation to be easily scanable by the naked eye
imported>Tox2ik
(Removing the holes section because it is part of the previous "membrane shader" section)
imported>Tox2ik
(improving presentation to be easily scanable by the naked eye)
Line 136: Line 136:
:: The black value that is cut off at the end.
:: The black value that is cut off at the end.


==Particle Shader==
== Particle Shader ==
Use the Particle Shader section to create particles that will emit from the target object.
These effects are limited to ObjectReferences that are also Actors.
Trying to emit particles from a piece of armor or another inanimate object will prove fruitless.
 
The method of particle alpha blending is determined by the Source and Dest Blend Modes.
Refer to the Membrane Shader section.
 
 
''Z Test Function''
:: Default is Normal. When set to Always Show, the particles will draw on top of all other meshes, making particles visible through walls. The Detect Life shader uses this effect.
 
''Particle Birth Ramp Up Time''
:: The time for the particle to reach its Full Particle Birth Ratio
 
''Full Particle Birth Time''
:: The duration that particles emit at the system's Full Particle Birth Ratio.
 
''Particle Birth Ramp Down''
:: The time for the particle system to go from the Full Particle Birth Ratio to the Persistent Particle Birth Ratio.
 
''Full Particle Birth Ratio''
:: The amount of particles that spawn. A value of 1 will cause the maximum amount of particles to spawn.
 
''Persistent Particle Birth Ratio''
:: The amount of particles that during the persistent effect phase of the effect shader.
 
''Particle Lifetime''
:: How long a particle will exist in the world. Adjust the +/- value to provide variability to this value.


Use the Particle Shader section to create particles that will emit from the target object.
''Initial Speed Along Normal''
:: The initial speed assigned to a particle when it is spawned. The normal should be considered the mostly random direction that a particle is given when it is spawned. Thus, this value controls the explosiveness of the particle effect.
 
''Acceleration Along Normal''
:: The amount of acceleration (or deceleration if negative values are used) applied to a particle.
 
''Initial Velocity XYZ''
:: The amount of velocity applied to a particle in world coordinates. To make particles drift upwards, apply a positive velocity to the Z axis.
 
''Acceleration XYZ''
:: The amount of acceleration applied to a particle in world coordinates. As an example, you can make a particle float back down after a time by making the absolute value of a negative Z acceleration greater than the initial velocity divided by the particle lifetime, or |-ZAcceleration| > ZVelocity / Particle Lifetime.
 
''Initial Rotation''
:: The initial rotation assigned to a particle when it is spawned.  


The method of particle alpha blending is determined by the Source and Dest Blend Modes. Refer to the Membrane Shader's usage of these combo boxes.
''Rotation Speed''
:: How fast the particles will rotate after spawning.  


*Z Test Function - default is Normal. When set to Always Show, the particles will draw on top of all other meshes, making particles visible through walls. The Detect Life shader uses this effect.


*Particle Birth Ramp Up Time - the time for the particle to reach its Full Particle Birth Ratio
The Time component in the following options is not in seconds, but rather a value in the 0 - 1 range. This decimal value represents the percentage of a particle's life.
*Full Particle Birth Time - the duration that particles emit at the system's Full Particle Birth Ratio.
*Particle Birth Ramp Down - the time for the particle system to go from the Full Particle Birth Ratio to the Persistent Particle Birth Ratio.
*Full Particle Birth Ratio - the amount of particles that spawn. A value of 1 will cause the maximum amount of particles to spawn.
*Persistent Particle Birth Ratio - the amount of particles that during the persistent effect phase of the effect shader.
*Particle Lifetime - how long a particle will exist in the world. Adjust the +/- value to provide variability to this value.
*Initial Speed Along Normal - the initial speed assigned to a particle when it is spawned. The normal should be considered the mostly random direction that a particle is given when it is spawned. Thus, this value controls the explosiveness of the particle effect.
*Acceleration Along Normal - the amount of acceleration (or deceleration if negative values are used) applied to a particle.
*Initial Velocity XYZ - the amount of velocity applied to a particle in world coordinates. To make particles drift upwards, apply a positive velocity to the Z axis.
*Acceleration XYZ - the amount of acceleration applied to a particle in world coordinates. As an example, you can make a particle float back down after a time by making the absolute value of a negative Z acceleration greater than the initial velocity divided by the particle lifetime, or |-ZAcceleration| > ZVelocity / Particle Lifetime.
*Initial Rotation - the initial rotation assigned to a particle when it is spawned.
*Rotation Speed - how fast the particles will rotate after spawning.  


''Scale Key 1''
:: The first value represents the scale of a particle, the Time value determines when that scale is reached. All particles are spawned with a scale of 0 and increase in size until they reach this scale.


''For the following settings, the Time component is not in seconds, but is a 0 - 1 value that represents the percentage of the particle life.''
''Scale Key 2''
:: Second scale and time component of the particle.


*Scale Key 1 - the first value represents the scale of a particle, the Time value determines when that scale is reached. All particles are spawned with a scale of 0 and increase in size until they reach this scale.
''Texture''
*Scale Key 2 - second scale and time component of the particle.
:: Press the Edit button to determine what texture the particle will use. It will appear as a sprite.
*Texture - press the Edit button to determine what texture the particle will use. It will appear as a sprite.


'''Color Keys'''
'''Color Keys'''
*Color - the tint of the particle at that time
 
*Color Alpha - the alpha amount of the particle
''Color''
*Color Key Time - the time that the color and alpha settings occur
:: The tint of the particle at that time
<br>
 
<br>
''Color Alpha''
:: The alpha amount of the particle
 
''Color Key Time''
:: the time that the color and alpha settings occur
 
 
'''Addon Models'''
'''Addon Models'''
<br>
<br>
Addon Models are [[Debris]] objects that are placed at an actor's joints when the Effect Shader is applied. This is most clearly seen in the ice chunks that appear on an actor hit by the Ice Form shout.


*'''File:''' The debris file used to pick .nif files from
These are [[Debris]] objects that are placed at an Actor's joints when the Effect Shader is applied. This is most clearly seen in the ice chunks that appear on an actor hit by the [http://www.uesp.net/wiki/Skyrim:Ice_Form Ice Form shout].
*'''Fade In Time:''' The length of time needed to fade in the debris models when applied.
 
*'''Fade Out Time:''' The length of time needed to fade out the debris models when removed.
''File:''  
*'''Scale Start:''' The starting scale of the debris models when they first appear.
::The debris file used to pick .nif files from
*'''Scale End:''' The ending scale of the debris models when they are fully attached.
 
*'''Scale In Time:''' The time it takes for the debris models to scale in (from Start Scale to End Scale).
''Fade In Time:''
*'''Scale Out Time:''' The time it takes for the debris models to scale out (from End Scale to Start Scale).
::The length of time needed to fade in the debris models when applied.
 
''Fade Out Time:''
::The length of time needed to fade out the debris models when removed.
 
''Scale Start:''
::The starting scale of the debris models when they first appear.
 
''Scale End:''  
::The ending scale of the debris models when they are fully attached.
 
''Scale In Time:''
::The time it takes for the debris models to scale in (from Start Scale to End Scale).
 
''Scale Out Time:''
::The time it takes for the debris models to scale out (from End Scale to Start Scale).


[[Category:Object Classes]]
[[Category:Object Classes]]
[[Category:Special Effect]]
[[Category:Special Effect]]
Anonymous user

Navigation menu