wyvery15h
Burn marks in the ground when you point it at the ground?
Oh yes nice one. It’s not very difficult to do, but give a very good feeling, I will try to do that, thanks
Petrie14h
Looking rad! Only thing that catches my eye is that the smoke is traveling faster than the actual booster sparks/flame when it seems like it should be the other way around. That’s awesome that the dirt kickup is activating the closer to ground it gets. I’d love to see how that is actually setup!
Thanks mate
Yeah I guess you’re right for the speed feeling, I will see what I can do for that.
Actually, for the dirt, I used PopcornFx, and I can easily make some event relative to collision. I will show you with Gif how I manage to do it
As you can see here, I spawn a particle with no render in order to have “a cheap raytrace” : this particle have a little Lifetime, and a high Velocity relative to the scene axis up (so I can change the game engine, the effect will always work )
This particles die on contact, and in PopcornFx, the grid has collider so we can see directly how events based on collision will change your effect.
With this particles, I can check if the reactor is near the ground, by adjusting my values. Then, I had a simple event with the collision : when this particle hit the ground, spawn the dust effect. Directly in this effect, I tweaked the values in order to adjust the velocity of the dust, depending of the height and the reactor velocity, and also adapt the number of particles spawn according to the height. After that, it’s just tweaking for the feeling I want !
As you can see on this Gif, the particles not collide because they life is too little. Voilà
If you have any question about it, I’m still here and glad to answer