Mini tutorial resource pack update.
DOWNLOAD : You can download the pack from the link in the first post of this thread.
Grid Constraint :
Allows for aligning particles to a given grid. This is ideal for making voxel and tech looking effects.
The module outputs to particles.gridposition by default, so be sure to switch your position binding to this parameter.
If you have motion blur enabled in your project settings, you’ll want to change your velocity binding to Vec3(0,0,0) as well.
MaintainSpriteSizeOverDistance: Keeps your sprite particles the same size independent of distance. Usefull if you want particles to be always small, but still visible from a distance.
A few useful float curves have been added. You can find them by pressing the Import drop down and searching for NCurve
FadeIn : Linear 0-1 curve
Fadout : Linear 1-0 curve
Flicker : Linear sawtooth curve with slight alteration in height, useful for flickering particles
Sine : You can call sin(Engine.Time) for a correct sine. But this is quite close and is sometimes easer to use. (for the times when it doesn’t really matter)
SmoothInOut : BellCurve, usefull for particles that need to fade in and out without visible transition.
That’s it for now, please check the first post for more information.