Flame material How to Make Flame Particles The shaking effect of the flame burning is represented in the flame material by superimposing the noise texture over the original texture of the flame.įigure 4. To create this effect, you make the flame materials and then use that as the particle material. The main visual presentation of the flame is a flame effect. Candle model preview Make the Flame Material Instead of making different models for different candles, three different candles are made into one model to simplify the production and use. In this example, content was already created and imported.
Produce the candle model including candle mesh and material.Īrtists use special 3D modeling software to create the candle model.The production of candles is divided into two parts: Game screen performance Prepare the Candle Model The flame effect of candles is achieved by using CPU particles, and the dynamic light effect is achieved by using the light module of CPU particles.įigure 2. The light provided by the candles is intended to be adjusted according to the flame dynamics. In the initial scene of the Sinner game, candle decorations were added to better portray the game atmosphere. At the same time, powerful multicore CPU processing performance can also share part of the GPU pressure. So, why then are CPU particles still used? Because although GPU particles have absolute advantages in number, they can’t support all particle characteristics, such as the light module. The maximum number of GPU particles supported is much larger than CPU particles.
The particle effect in Unreal Engine can be realized by either the GPU or CPU. This article illustrates the Unreal Engine* CPU particle effect through the example of the game Sinner: Sacrifice for Redemption. Version 4.19 of Unreal Engine* enables games to benefit from the performance of Intel® multicore processors and deliver more exciting experiences. You can also read up on Devon’s particle editor on his blog OneByOneDesign.Co-authored with: Hao Zhang, Darkstar Games
One thing Devon mentions is that if you are on a Mac please consider using Particle Designer as it has more features and deserves the support (something I completely agree with – I use Particle Designer myself).
It exports a zip archive that contains the PEX and PNG that you’ll need to import into Starling to display your particle effect – something I’ll be writing more about very shortly. Wolfgang’s excellent Flash-based Particle Editor (you’ll need Flash Player 11 to run it). So for all you Windows users out there who are keen to add particle effects to your 2D Starling-based games check out Devon O. However if you’re a Windows user you currently don’t have that many options (well, none, really), for the easy creation of particles. Now, if you’re on OS X then you can use applications like Particle Designer by 71 2 to create your effects and export the required PEX file and associated PNG for use with Starling’s particle API. With the release of the Starling framework for 2D game development utilizing Flash Player 11’s Stage3D API, you can now leverage hardware rendered particle based effects, like fire, smoke, lasers, explosions, and so on.