IPS v1.1 update - everything is particles!
by Lukas Joergensen · 08/27/2013 (8:58 am) · 8 comments
Small changes since my last blog
It wasn't possible to create a single class that matches all SceneObjects, so I've created a dedicated "PointLightParticleManager", which works better anw.I've decided to keep this blog short on words but rich on videos so here you go:
PointLight Particles
TSShape Particles
Emitter Particles
All Particle Types
About the author
IPS Bundle available at: https://www.winterleafentertainment.com/Products/IPS.aspx
#2
To have TSShape Particles be repelled by a flashlight is tricky, having them being repelled by an object (no special "cone of repelling" just a single point they are repelled from) is very simple.
08/27/2013 (11:53 am)
Not sure if I understand what you mean, you can combine behaviours yes, and all behaviours works on all particles.To have TSShape Particles be repelled by a flashlight is tricky, having them being repelled by an object (no special "cone of repelling" just a single point they are repelled from) is very simple.
#3
08/27/2013 (12:08 pm)
Gibs gibs, everywhere are gibs... Hey you! Check out the gi-iibs!
#4
I believe one of the original effect you did was an attract to, and repel from.
Using the repel effect along with tsshape emitter?
08/27/2013 (1:23 pm)
Yes, repel from an object which would be the flashlight's cone\ light path.I believe one of the original effect you did was an attract to, and repel from.
Using the repel effect along with tsshape emitter?
#5
So no, being repelled from a cone is not a "stock feature" but should be easy enough to implement.
Being repelled from a point in space is a stock feature and works with TSShapes or any other kind of particles.
08/27/2013 (1:49 pm)
Currently the particles are just repelled by a point in space, not from an actual object, in the video it is from the center of the object. To make the particles repelled from a cone would take some extra logic, definetly not impossible to do, should be quite simple if you know the maths.So no, being repelled from a cone is not a "stock feature" but should be easy enough to implement.
Being repelled from a point in space is a stock feature and works with TSShapes or any other kind of particles.
#6
08/28/2013 (6:07 pm)
Those light particles in the last video look so good. That's the flare that makes them into this amorphous blobby sort of thing isn't it? Adding flares to regular particles sounds like a good idea if that's the effect you can get... it looks great. Sort of like an energy field. Though I'm not sure if you'd use that without light emission.
#7
08/29/2013 (11:38 am)
Regarding the flares: You should be able to get the same effect with a standard particle system, right? I mean, they're just billboarded and additively blended. . . something the original TGE particle system could do.
#8
Isn't it the same effect you would get if you just used Billboard Particles with an additive blend?
08/29/2013 (11:40 am)
Yeah it's just the flares that does it, and yeah they are just additively blended. I guess it would be easy enough to add to the Billboard Particles.Isn't it the same effect you would get if you just used Billboard Particles with an additive blend?

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That is all kind of sweet!
A question could you take two behaviors of the emitters and use them on one particle?
Example: TSShape Particles that repels to lets say a flashlight?