New Procedural Particle Emitter Shapes

finally this is a good change thank you

This is beautiful. I’ve been waiting for something like this for so long. All I want now are paths or something to give greater control with LockedToPart.

Way cool! I think the cone may be vary helpful for something, ill have to try it out

Maybe a little odd of a suggestion, but could these shapes also be enabled for attachments?

Maybe a hidden property would show up when a particle emitter is parented to an attachment,
that will allow you to immitate the size of any part.

Having huge parts to achieve specific effects is annoying, because trying to select something in a model with said parts will cause them to interfere; they are selected instead. Parenting particle emitters to attachments doesn’t cause this issue, as you can simply choose to hide attachments.

Example:

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Just use raycasting. It is computationally lighter and faster. Collision particles will lag mobile devices and potato PCs. Might not be as precise though

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im having a hard time making a cone, the particles want to go out rather then up…

Woahhh now THIS is something I really needed. Always found the particle emitter a bit limited, but this changes everything about them.

image
I LOVE THIS.
Somebody could probably make some Minecraft rain with this.

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Oh man, it’s finally time we get some more properties to particles. The only 2 things I wish for is increasing particle render distance by a lot and removing the particle size limit of 10 for the sequence editor.

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Hol’ up what? Are my eyes deceiving me? Sprite sheets coming to particles? :eyes:

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Yes! This is amazing now we can shape our particles better! This is going to be amazing. Good update!!!

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Thank You for adding this New Particle Emitter Shapes as we can make some Realistic Projects using this. :heart:

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Put together a quick cone. The most notable thing about making reasonably sized cones I found is to have a really small part with a large ShapePartial number on a cone.

Published it as a model here
https://www.roblox.com/library/8157905946/ParticleEmitter-Cone-example

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I’m unsure if this is unrelated to any recent updates to the particles, and since I cannot make engine reports, I’ll post it here.

This just started happening, but for some reason, particles on my weaponry and explosions rarely ever show up even whilst I’m on full graphics.

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Don’t see why making spheres is a “new” update even though we are able to manually create them using the spread angle, but maybe just having it used for cones is one reason to include it as an option for shapes.

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Would just like to raise this feature request before it is utterly too late to change anything. This API extension really does not make much sense to me.

Honorable mention as well, behavior is inconsistent when using attachments: Add overrides for CFrame and Size to Particle Emitters

I wish that these cool new features could work with Attachments

I do love this, and it has made a lot of stuff much easier and far more optimizable, though, there is just 1 more thing I kinda want in this, and haven’t found a good way to actually pull it off. Often even in Unity I sometimes have problems with getting it to look the way I do, but, perhaps you can attempt to add this addition.

So what I kinda want are a sort of a spiral shape, so here are some good examples of it in action.


Or actually, this might represent better what I had in mind:
alex-nobody-zaitsev-ezgif-4-d01348f82bc5
So, I do know it has a lot going on, but what I’m focusing on here are those tiny bits, that move up in rotationary matter. The best way to do it right now is by making it with parts and just using this function: x(t)=Rcost,y(t)=Rsin(t),z(t)=at, with the particle just inside an attachment, inside the part, simply because a Velocity modifier often just isn’t enough.

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It’d indeed be a cool thing, but what i really think ROBLOX should add is ‘‘Particle Animation’’ or ‘‘Custom Motion’’. I mean, having particles do redirections while moving would be a really nice thing!

sorry if my english isn’t fluent at all

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