EXZLOOOZONZZZ (Explosion Particle Tests)

Here is my first official attempt at making an explosion:

I know its not very firebally, but still for a first attempt I did a good job.


EDIT: okay so here’s a fireball…

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I’d recommend playing around with VelocitySpread and dynamically changing the color and size sequences so that debris flames fade into coldness and nothingness instead of simply vanishing. Looks pretty good so far!

I would also recommend having a shockwave with it.

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Spline editor supporting sizes over 10 pls.

@NWSpacek by dynamic, do you mean scripting dynamic? because currently the size/color is done with the spline editor. (And if I could also spline the LightEmission property I could make the flame go from orange to red then black and not fade out like it currently does.)

Yes, I mean scripting dynamic. You have the beginning color and beginning size/ending size as a function of the elapsed lifetime of the debris. Also the Spline editor being limited to 10 is only a Spline editor problem. The max size for particles is 200.

So wait, I can actually script keyframes for the size that is over 10? or would I have to manually change the size every frame?

(particle api is new to me)

You only need to set the keyframes, the size of the particle is interpolated between each keyframe. Splines don’t have a sense of quantized time i.e. frames because time is measured from 0 to 1 with a decimal value, and the time the spline takes to finish depends on the lifetime of the particle.

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:open_mouth:

I did not know this (the keyframe scripting part) ! Will be remaking particles tomorrow… this changes everything. Quick question, is the Particle.Rate property, is this how many 2D planes are created in a second?

yes

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