5.7 KiB
5.7 KiB
Particle Effects - Dubai Metaverse
Overview
This document catalogs all particle effects for the Dubai Metaverse project.
Particle Systems
P_Dust
Purpose: Ambient dust particles in the air
Properties
- Type: GPU Particles
- Spawn Rate: Low to medium
- Lifetime: Long (10-30 seconds)
- Size: Small (0.1-0.5 units)
- Color: Beige/brown (dust color)
- Movement: Slow drift, wind-affected
Implementation
-
Emitter Setup:
- Spawn rate: 5-10 particles/second
- Lifetime: 15-25 seconds
- Initial velocity: Low, random
-
Visual:
- Texture: Dust particle texture
- Size: Small, random variation
- Color: Beige/brown, slight variation
- Opacity: Low (0.3-0.5)
-
Behavior:
- Wind-affected
- Gravity: Slight downward
- Collision: None (or ground collision)
Placement
- Areas: Open areas, roads, construction sites
- Density: Low to medium
- Distance: Visible at medium distance
P_HeatDistortion
Purpose: Heat distortion effect above hot surfaces
Properties
- Type: Post-process or material effect
- Intensity: Subtle
- Distance: Above hot surfaces (roads, buildings)
- Falloff: Distance-based
Implementation
-
Material Function:
- Create material function
- Use distortion node
- Apply to surfaces or post-process
-
Settings:
- Distortion intensity: 0.1-0.3
- Distance falloff: Exponential
- Affected by time of day (stronger during day)
Placement
- Surfaces: Roads, building roofs, hot surfaces
- Time: Stronger during day, weaker at night
P_SandBlowing
Purpose: Sand particles blowing in wind
Properties
- Type: GPU Particles
- Spawn Rate: Medium
- Lifetime: Short (3-10 seconds)
- Size: Small to medium (0.2-1.0 units)
- Color: Sand color (beige/tan)
- Movement: Fast, wind-affected
Implementation
-
Emitter Setup:
- Spawn rate: 10-20 particles/second
- Lifetime: 5-8 seconds
- Initial velocity: High, wind direction
-
Visual:
- Texture: Sand particle texture
- Size: Small to medium
- Color: Sand color
- Opacity: Medium (0.5-0.7)
-
Behavior:
- Strong wind effect
- Gravity: Downward
- Collision: Ground collision
Placement
- Areas: Desert areas, open spaces, windy areas
- Conditions: Windy conditions, sandstorms (optional)
P_Fountain
Purpose: Water fountain particle effects
Properties
- Type: GPU Particles
- Spawn Rate: High
- Lifetime: Short (1-3 seconds)
- Size: Small to medium (0.1-0.8 units)
- Color: Water color (white/blue)
- Movement: Upward spray, gravity-affected
Implementation
-
Emitter Setup:
- Spawn rate: 50-100 particles/second
- Lifetime: 1-2 seconds
- Initial velocity: Upward, high
-
Visual:
- Texture: Water droplet texture
- Size: Small, random variation
- Color: White/light blue
- Opacity: High (0.7-1.0)
-
Behavior:
- Gravity: Strong downward
- Collision: Ground/water collision
- Splash: Splash effect on impact
Placement
- Locations: Fountains, water features
- Density: High near fountain, lower at distance
Particle System Organization
Folder Structure
Content/Assets/FX/
├── P_Dust.uasset
├── P_HeatDistortion.uasset
├── P_SandBlowing.uasset
├── P_Fountain.uasset
└── Textures/
├── T_Dust_Particle
├── T_Sand_Particle
└── T_Water_Droplet
Naming Convention
- Format:
P_EffectName_Type - Examples:
P_Dust_AmbientP_Fountain_Water
Performance Optimization
Particle Optimization
- Spawn Rate: Optimize spawn rates
- Lifetime: Optimize particle lifetime
- LODs: Use LODs for particles
- Culling: Cull particles outside view
GPU Particles
- Use GPU Particles: For better performance
- Limit Count: Limit particle count
- Optimize Shaders: Optimize particle shaders
Integration
With Lighting
- Lighting: Particles respond to lighting
- Shadows: Particles cast/receive shadows (optional)
- Time of Day: Particle appearance changes with time
With Weather
- Wind: Particles affected by wind
- Weather Conditions: Particle intensity varies with weather
With Audio
- Audio Cues: Trigger audio with particles (optional)
- Synchronization: Sync particles with audio
Testing
Visual Testing
- Appearance: Verify particles look correct
- Behavior: Verify particle behavior is realistic
- Performance: Test performance with particles
Performance Testing
- Frame Rate: Test frame rate impact
- Memory: Test memory usage
- Optimization: Test optimization settings
Troubleshooting
Common Issues
Issue: Particles not spawning
- Solution: Check spawn rate settings
- Solution: Verify emitter is active
Issue: Particles too bright/dark
- Solution: Adjust color and opacity
- Solution: Check lighting settings
Issue: Performance issues
- Solution: Reduce spawn rate
- Solution: Use LODs
- Solution: Optimize particle shaders
Best Practices
Particle Design
- Subtlety: Keep effects subtle and realistic
- Performance: Balance quality and performance
- Variation: Add variation for natural look
- Integration: Integrate with other systems
Workflow
- Prototype: Prototype effects quickly
- Iterate: Iterate based on feedback
- Optimize: Optimize for performance
- Document: Document particle settings
Version: 1.0 Last Updated: [Current Date]