They are visible but may not look the same.
Will there be a way for the texture to look like itâs flowing? For example, a wavy rainbow trail that looks like itâs stationary relative to the world and not stationary relative to the emitter. Also: different emitter shapes like squares and circles and spheres and ellipses or arbitrary 2D/3D shapes?
Iâm so excited for this!!
What do you mean not look the same? What would the difference be? I canât really imagine an âinbetween stateâ for their quality, unless the image resolution on the trails is simply more pixelated or whatever
Oh yes boi!
This is just AMAZING! Thank you so much to whoever worked/is working on this!!
Iâd imagine that if weâre not going to be able to control the number of segments (basically the smoothness), itâll instead be based on quality level. So trails (especially long ones) will look more âjaggedâ at lower levels.
There will be some basic level of control over the number of segments based on distance moved. At lower quality levels, trails may get shorter instead of more jagged.
Iâm not sure I understand your first question. I think the answer is no. And emitter is a line. If you want other shapes, maybe you can combine them together.
Please donât do this
If I set something to a certain size I expect it to stay that size, and forcing size to change based on quality level seems really counterintuitive
Iâd much prefer having jagged trails instead of shorter trails
I was wrong about how trails will simplify based on performance. They will use fewer segments as performance degrades.
I know this is super new and all, but is there any estimated release date for this? Just curious as to when we could expect to see it live.
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Thanks, missed that!
Itâs worth noting that might be an early version.
I say that because Iâve been messing with it for a couple days and in itâs current state itâs ok for weapon trails like this, but itâs pretty much unusable for actual trails like this.
Whyâs that? Canât you just place two attachments and do what you need?
Cant you just use a particle emitter for that kind of trail?
only if you have a high-rate emitter on a pretty small part (smaller than 0.2, which isnât even supported)
it ends up looking bad if the emitter rate gets throttled, so itâs nothing youâd actually want in a production-level game
yeah but how would a trail emitter help?