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UE5.1_Niagara基礎(chǔ)_官方內(nèi)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【無(wú)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.

    【圖片和網(wǎng)格體渲染器有個(gè)屬性叫來(lái)源模式。當(dāng)設(shè)置為發(fā)射器時(shí),渲染器可以渲染由發(fā)射器腳本而不是粒子腳本驅(qū)動(dòng)的單個(gè)圖片或網(wǎng)格體。所有捆綁屬性會(huì)更改為發(fā)射器命名空間的捆綁屬性以替換粒子捆綁屬性,如發(fā)射器位置作為在場(chǎng)景中的位置,而不是粒子位置】

    【粒子壽命由發(fā)射器狀態(tài)里的壽命控制,發(fā)射器層級(jí)的曲線的X軸坐標(biāo)會(huì)自動(dòng)設(shè)為發(fā)射器標(biāo)準(zhǔn)壽命,從而更容易地隨時(shí)間縮放參數(shù)】

    【在圖片渲染器的捆綁欄,查看選擇發(fā)射器為來(lái)源時(shí)捆綁屬性的變化】

  • 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單個(gè)圖片或網(wǎng)格體的情況下這個(gè)是最優(yōu)化的,因?yàn)闃O少的粒子腳本邏輯被執(zhí)行。如一個(gè)單一的中心發(fā)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.

    【這在使用高級(jí)模擬階段功能時(shí)同樣有用,該功能可把網(wǎng)格數(shù)據(jù)寫(xiě)到渲染目標(biāo),如實(shí)時(shí)流體模擬,計(jì)算2D網(wǎng)格收集,和輸出到渲染目標(biāo),以及渲染單一面向攝像機(jī)的圖片或網(wǎng)格體材質(zhì)】

  • Sprite Renderer/Mesh Renderer

    Source Mode【來(lái)源模式】

    Particles【粒子】

    Emitter【發(fā)射器】


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