Questions tagged [particle-system]

The term particle system refers to a computer graphics technique that uses a large number of very small sprites.

The term particle system refers to a computer graphics technique that uses a large number of very small sprites.

Particle systems include fire, explosions, smoke, moving water (such as a waterfall), sparks, falling leaves, clouds, fog, snow, dust, meteor tails, stars and galaxies, or abstract visual effects like glowing trails, magic spells, etc.

For more details: Visit

560 questions
2
votes
2 answers

Custom Particle System for iOS

I want to create a particle system on iOS using sprite kit where I define the colour of each individual particle. As far as I can tell this isn't possible with the existing SKEmitterNode. It seems that best I can do is specify general behaviour. Is…
BenBtg
  • 836
  • 1
  • 9
  • 22
2
votes
3 answers

Unity3D - Replay a non-looping Particle System

I'm following the Survive Shooter Unity3D tutorial and have come across several inconsistencies between the Unite Day presentation and actual behavior in Unity 5.3, such as animation transition and other small issues I had to figure out to achieve…
BarakChamo
  • 3,321
  • 5
  • 30
  • 38
2
votes
0 answers

Can't create SceneKit particle system resource file with "Leafs" template in Xcode 7.2, workarounds?

recently we have been trying to create a SceneKit particle resource file using "Leafs" template. Seems like a easy job to do at first but we failed. We can create the file with any other templates but not "Leafs". It fails every time. After the…
shawhu
  • 1,217
  • 1
  • 12
  • 27
2
votes
1 answer

How to handle OpenGL additive blending and depth test with particles and deeper objects

I have a little sprites particle system made with OpenGL & glut using textures to draw a basic flame. The flame is reproduced symmetrically to illustrate how it behaves in a little box/scene. And as the pictures below demonstrate, there are two…
pandaman1234
  • 523
  • 7
  • 17
2
votes
3 answers

Making independent duplicates in SceneKit Scene Graph

Creating an SCNParticleSystem by dragging out the icon from the drawer on the bottom right of Xcode, and into the .scn editor creates an SCNParticleSystem. Editing its values works fine. Get it doing what I want. Let's call this ParticleSystem_A. If…
Confused
  • 6,048
  • 6
  • 34
  • 75
2
votes
0 answers

Particle system export from Maya to three.js

I am evaluating my options regarding exporting particle systems from Maya 2012 to Three.js. Does anyone know the best way of going about this? It doesn't appear that any existing exporters have particle system export capability, so I have come up…
zyzof
  • 3,415
  • 1
  • 25
  • 21
2
votes
1 answer

Multiple Images as Shapes in Particles.js

I'm using Particles.js (see here: https://github.com/VincentGarreau/particles.js/ or http://vincentgarreau.com/particles.js/) for a design project. Is it possible to have multiple images as 'shapes', different 'image.src'? If so how would I go about…
Atom Digital
  • 23
  • 1
  • 5
2
votes
1 answer

How to move particles independently from particle emitter in andengine

I have a working particle emitter that is attached to another entit. What I have now is that when I drag (move) entity with emitter all created partcles move as well. Emitter creates particles that should move only upwards, but when Idrag emitter to…
Łukasz Motyczka
  • 1,169
  • 2
  • 13
  • 35
2
votes
1 answer

blow detection using android microphone (Unity)

I am trying to make a program (for android) in Unity that turns on ParticleSystem when the volume of blowing is above x decibels. I was trying to use this tutorial http://www.kaappine.fi/tutorials/using-microphone-input-in-unity3d/ , but I didnt…
user3819295
  • 861
  • 6
  • 19
2
votes
2 answers

Unity - Particles emitting non-random

I am trying to find a way to emit particles in a non-random direction around and away the object. Using the Cone shape, with an angle of 90, the particles fly away from the object, which is good. However, the particles are emitted at a random point,…
Rudewit
  • 45
  • 2
  • 5
2
votes
1 answer

Render particles

I am trying to create a particle system. I am using transform feedback and at this moment I am just trying to get this to work for one point. The problem is that more than one point is rendered for every iteration of the draw loop. It seems that…
2
votes
1 answer

why doesn't opengl show my fire particles

Here is main.cpp: class Vector3 { private: float x,y,z; public: Vector3(float thex=0,float they=0,float thez=0) :x(thex),y(they),z(thez) { } float X()const { return x; } float Y()const { …
niceman
  • 2,653
  • 29
  • 57
2
votes
0 answers

How to store and access per fragment attributes in WebGL

I am doing a particle system in WebGL using Three.js, and I want to do all the computation of the particles in the shaders. To achieve that, the positions (for example) of the particles are stored in a texture which is sampled by the vertex shader…
deck
  • 343
  • 2
  • 11
2
votes
1 answer

Using Particles (the amazing feauture of Qt) through Qt Jambi

The title states it all; I'm trying to use the Particles feature available in Qt through Qt Jambi Libraries. I know that to use Particles in Qt you have to import it first using something like: import QtQuick.Particles 2.0. But whenever I try to…
CodeMaster
  • 141
  • 1
  • 12
2
votes
3 answers

Filling shape with particles canvas

Just wondering if anyone could point me in a good direction to a way I could fill an irregular shape with particles, in rows, which would then be animatable. This is the closest example i can find -…
pwlarry
  • 75
  • 1
  • 8