This page has been translated automatically.
Video Tutorials
Interface
Essentials
Advanced
How To
Basics
Rendering
Professional (SIM)
UnigineEditor
Interface Overview
Assets Workflow
Version Control
Settings and Preferences
Working With Projects
Adjusting Node Parameters
Setting Up Materials
Setting Up Properties
Lighting
Sandworm
Using Editor Tools for Specific Tasks
Extending Editor Functionality
Built-in Node Types
Nodes
Objects
Effects
Decals
Light Sources
Geodetics
World Nodes
Sound Objects
Pathfinding Objects
Players
Programming
Fundamentals
Setting Up Development Environment
Usage Examples
C++
C#
UnigineScript
UUSL (Unified UNIGINE Shader Language)
Plugins
File Formats
Materials and Shaders
Rebuilding the Engine Tools
GUI
Double Precision Coordinates
API
Animations-Related Classes
Containers
Common Functionality
Controls-Related Classes
Engine-Related Classes
Filesystem Functionality
GUI-Related Classes
Math Functionality
Node-Related Classes
Objects-Related Classes
Networking Functionality
Pathfinding-Related Classes
Physics-Related Classes
Plugins-Related Classes
IG Plugin
CIGIConnector Plugin
Rendering-Related Classes
VR-Related Classes
Content Creation
Content Optimization
Materials
Material Nodes Library
Miscellaneous
Input
Math
Matrix
Textures
Art Samples
Tutorials

Particles Spacer

Particles Spacer is a volumetric field that has no visual representation, but physically interacts with Particle Systems (other objects are not affected). The Particles Spacer is used to cut out particles generated by a Particle System from a certain volume, for example, to avoid rendering of rain or snow inside a car or under a bridge. It can have a box, cylinder, capsule, sphere, or ellipse shape and can be arbitrarily positioned or rotated to cover the necessary area.

See also#

Adding Particles Spacer#

To add a Particles Spacer to the world via UnigineEditor, do the following:

  1. In the Main Menu, choose Create -> Particle System -> Particles Spacer.

  2. Place the Particles Spacer in the world to cover the area where particles are to be cut out:

    Notice
    Make sure that the Spacer interaction flag is set for materials applied to grass or water.

Editing Particles Spacer#

In the Particles Field Spacer section (Parameters window -> Node tab), the following parameters of the Particles Spacer can be adjusted:

Adjusting Spacer Form#

Shape Type Shape of the Particles Field Spacer: box, cylinder, capsule, sphere, or ellipse.
Size

Size of the Particles Field Spacer along the X, Y, and Z axes, in units.

Notice
In case of an ellipse shape each component of the vector sets a radius along the corresponding axis.
Radius

Radius of the Particles Field Spacer, in units (available for capsule, cylinder, and sphere shapes).

Height

Height of the Particles Field Spacer, in units (available for capsule, and cylinder shapes).

Interaction Particle Mode

Interaction mode for the Particles Field Spacer. Interaction can be triggered on a contact of the spacer either with particle's center position or with its bounding box (this can be useful in case of length particles, for example).

Setting Bit Masks#

Bit masks listed below enable you to fine tune interactions and functionality of a Particles Field to achieve the desired effect and optimize performance.

Particles Field Mask Bit mask enabling you to control interactions of the Particles Spacer with particles. The Spacer will affect particles generated by a Particle System only if they both have matching masks.
Viewport Mask A Viewport mask. A bit mask for rendering the Particles Spacer in the current viewport. For the Particles Spacer to be rendered into the viewport, its mask should match the camera Viewport mask (at least one bit). This can be used to selectively disable Spacer functionality for a certain camera view without disabling the Spacer itself (e.g. it is not necessary to cut out rain or snow inside a car, when the car is viewed from above).
Last update: 2024-08-16
Build: ()