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Particle/Effects question

Zaplok Riggles
Registered User
Join date: 25 Feb 2008
Posts: 119
03-01-2008 18:24
I created a particle effect to shoot a beam at a target. The problem is, instead of a beam, it looks like a stream of spheres pulsing towards the target (they are not tight enough to look like a solid stream). Also, what I want to do is create a particle "splat" or explosion at a the target spot. As far as I can see, particles can only originate from the object that is creating them. How can I cause a particle affect to originate from another point? Thanks!
Ollj Oh
Registered User
Join date: 28 Aug 2007
Posts: 522
03-01-2008 20:28
Particles are "viewer side effects" therfore:
- Particle density is client/viewer side.
--The client only sees particles if he can see the prim that emmits them.
--There is a limit of roughly 1000 to 4000 particles in a scene.

-It also means that particle effects are properties of the prim, and every prim can only have one particle system.
--particles can spawn in a sphere or ring around a prim (or at an offset region with some math). They can move away from there to a target KEY or wind and by an initial impulse. Thats pretty much it.
--usually you end up with 2 or more prims to achieve the desired particle effect.

http://wiki.secondlife.com/wiki/LlParticleSystem tells you to set up:

PSYS_SRC_BURST_RATE float Specifies the time interval, in seconds, between "bursts" of particles being emitted. Specifying a value of 0.0 will cause the emission of particles as fast as the viewer can do so.
PSYS_SRC_BURST_PART_COUNT integer Specifies the number of particles emitted in each "burst".
Zaplok Riggles
Registered User
Join date: 25 Feb 2008
Posts: 119
03-01-2008 20:36
From: Ollj Oh
Particles are "viewer side effects" therfore:
- Particle density is client/viewer side.
--The client only sees particles if he can see the prim that emmits them.
--There is a limit of roughly 1000 to 4000 particles in a scene.

-It also means that particle effects are properties of the prim, and every prim can only have one particle system.
--particles can spawn in a sphere or ring around a prim (or at an offset region with some math). They can move away from there to a target KEY or wind and by an initial impulse. Thats pretty much it.
--usually you end up with 2 or more prims to achieve the desired particle effect.

http://wiki.secondlife.com/wiki/LlParticleSystem tells you to set up:

PSYS_SRC_BURST_RATE float Specifies the time interval, in seconds, between "bursts" of particles being emitted. Specifying a value of 0.0 will cause the emission of particles as fast as the viewer can do so.
PSYS_SRC_BURST_PART_COUNT integer Specifies the number of particles emitted in each "burst".


I have this set as fast as possible and it still looks like bubbles shooting out quickly, not a continuous stream. I have seen some particle effects that were single beams and was wondering how those are achieved.
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
03-01-2008 20:41
Use a large scale in the y direction, and turn on the PSYS_PART_FOLLOW_VELOCITY_MASK flag. You'll want to set the other parameters such that the velocity isn't TOO great. That way the particles overlap rather than forming like a dashed line. You might also want to emit them at a distance of about half the y scale, so they don't originate from behind the emitter (from the side anyway; it's always going to look strange end-on).
Kahiro Watanabe
Registered User
Join date: 28 Sep 2007
Posts: 572
03-02-2008 04:45
Go to the particle laboratory sandbox you have a beam particle example. Or IM me.
Debbie Trilling
Our Lady of Peenemünde
Join date: 17 Oct 2006
Posts: 434
03-02-2008 05:51
'Beam' or 'lazer' effects are most usually easily created by having a narrow x-axis size co-ordinate and a long y-axis co-ordinate

Then minimum (start) size is 0.05; the maximum is 4.00.

When you do this, the texture you use becomes largely unimportant.

Now, having done that set pretty high speeds and use a _ANGLE pattern. Restrict both the begin and end angles as much as possible.

These are the keys to a good quality 'beam'

CODE

llParticleSystem([
PSYS_PART_FLAGS, PSYS_PART_EMISSIVE_MASK,
PSYS_SRC_PATTERN, PSYS_SRC_PATTERN_ANGLE,
PSYS_PART_START_ALPHA, 1.00,
PSYS_PART_END_ALPHA, 1.00,
PSYS_PART_START_COLOR, <1.00,0.00,0.00>,
PSYS_PART_END_COLOR, <1.00,0.00,0.00>,
PSYS_PART_START_SCALE, <0.05,4.00,0.00>,
PSYS_PART_END_SCALE, <0.05,4.00,0.00>,
PSYS_PART_MAX_AGE, 3.50,
PSYS_SRC_ANGLE_BEGIN, 0.00,
PSYS_SRC_ANGLE_END, 0.00,
PSYS_SRC_BURST_PART_COUNT, 20,
PSYS_SRC_BURST_RATE, 0.10,
PSYS_SRC_BURST_SPEED_MIN, 1.00,
PSYS_SRC_BURST_SPEED_MAX, 7.50
]);


The viewer is capable of rendering 8192 particles at any one time. See 'Edit | Preferences | Adv. Graphics | Max. Particle Count:'