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metaverseDubai/docs/PARTICLE_FX.md

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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

  1. Emitter Setup:

    • Spawn rate: 5-10 particles/second
    • Lifetime: 15-25 seconds
    • Initial velocity: Low, random
  2. Visual:

    • Texture: Dust particle texture
    • Size: Small, random variation
    • Color: Beige/brown, slight variation
    • Opacity: Low (0.3-0.5)
  3. 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

  1. Material Function:

    • Create material function
    • Use distortion node
    • Apply to surfaces or post-process
  2. 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

  1. Emitter Setup:

    • Spawn rate: 10-20 particles/second
    • Lifetime: 5-8 seconds
    • Initial velocity: High, wind direction
  2. Visual:

    • Texture: Sand particle texture
    • Size: Small to medium
    • Color: Sand color
    • Opacity: Medium (0.5-0.7)
  3. 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

  1. Emitter Setup:

    • Spawn rate: 50-100 particles/second
    • Lifetime: 1-2 seconds
    • Initial velocity: Upward, high
  2. Visual:

    • Texture: Water droplet texture
    • Size: Small, random variation
    • Color: White/light blue
    • Opacity: High (0.7-1.0)
  3. 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_Ambient
    • P_Fountain_Water

Performance Optimization

Particle Optimization

  1. Spawn Rate: Optimize spawn rates
  2. Lifetime: Optimize particle lifetime
  3. LODs: Use LODs for particles
  4. 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

  1. Appearance: Verify particles look correct
  2. Behavior: Verify particle behavior is realistic
  3. Performance: Test performance with particles

Performance Testing

  1. Frame Rate: Test frame rate impact
  2. Memory: Test memory usage
  3. 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

  1. Subtlety: Keep effects subtle and realistic
  2. Performance: Balance quality and performance
  3. Variation: Add variation for natural look
  4. Integration: Integrate with other systems

Workflow

  1. Prototype: Prototype effects quickly
  2. Iterate: Iterate based on feedback
  3. Optimize: Optimize for performance
  4. Document: Document particle settings

Version: 1.0 Last Updated: [Current Date]