Hello, I’m really newbie with particles, I’ve did some experiments but I’m not still able to manage their life, size, color, position, etc, with functions.
I’d like to realize something like this
(yeah, Christmas is coming… )
So, In my mind I’ve splitted the project in several aspects:
-
Move particle emitter along a spline
→ easy -
Let particles keep the movement direction of the emitter
→ for me not easy at all, but it could be faked with a camera rotation -
Keep the particles not too sparse, to define the shape of the three while the emitter is moving along the path, and then “explode” them
→ I think I could change the min/max emit power when the animation is not playing anymore, but I don’t know how to update ALL the particles, when I do this only the new emitted particles have the new speed.
I’ve worked a bit with PCS, and with them there’s a pcs.setParticles() function.
Is there something like that with standard particles too?
I’ve looked in the docs, but it only talk about “animation of the texture of a particle rather than any movement or the particle itself”
Animating Particles | Babylon.js Documentation -
Have some particles that quickly move to the camera, and get DOF effect
→ For the movement I think I should create a 2nd emitter, with a direction to the camera
→ For the DOF effect, I have no idea, since all my test with DOF (with particles or not) always gave me bad results (everything is blurred, nothing in focus, poor quality) -
“Dispose” the mesh emitter at the end of the animation
→ I know how to change the emitter mesh, but I don’t know how to dispose it -
Create these nice shine effect for the emitter
→ It doesn’t seem to me there’s a PostProcess “Shine” effect, is there maybe some trick to realize it? -
Create these subtle shine effects for the particles
→ Again, I don’t know if and how it could be realized. Using just a “shine” texture for sure would not be nice
This is my (poor) demo
https://playground.babylonjs.com/#IQPBS4#6
Many thanks!!