nParticleShape1.goalU = parentU;
nParticleShape1.goalV = parentV;
使用纹理发射nParticle
nParticleShape1.goalV +=.01;
nParticleShape1.goalV +=.01*-1;
goalV
if(nParticleShape1.goalV <=.045)
{
nParticleShape1.lifespanPP = -1;
}
粒子轨迹
nParticleShape1.goalU +=noise(sphrand(time+nParticleShape1.particleId));
nParticleShape1.goalU +=noise(sphrand(time+nParticleShape1.particleId))*.0015;
nParticleShape1.goalU +=(noise(sphrand(time+nParticleShape1.particleId))*2.5)*.0025;
nParticleShape1.goalU +=(noise(sphrand(time+nParticleShape1.particleId))*2.5)*.0015;
噪声和Abs函数调整粒子行为
nParticleShape1.goalV +=abs(noise(sphrand(time+id)));
nParticleShape1.goalV +=(noise(sphrand(time+nParticleShape1.particleId)))*.10;
nParticleShape1.goalV +=abs((noise(sphrand(time+nParticleShape1.particleId)))*.10);
nParticleShape1.goalV +=abs((noise(sphrand(time+nParticleShape1.particleId)))*.10)*-1;
nParticleShape1.goalV +=abs((noise(sphrand(time+nParticleShape1.particleId)))*.050)*-1;
粒子转换为多边形
额外的雨滴