http://www.colins-loft.net/free/examples/s...tCompressed.mov
sorry for the large file size, but I wanted to discuss the details, so I had to compress a little less than I might normally.
So after creating this and studying the effect.. I find several things that could be improved in the sprite particle system. Heres the list. I'm not demanding these of course.. just suggestions to blow the top off of the effects.
- It would be nice to be able to randomly start at different spots in the animation.. on animated particles. This would go a long way toward getting rid of some of the repetition in the effects. You can see a definite pattern in the fire above. This is do in part to the animated sprite always being on the same frame.
- It would be nice to be able to have a sprite be able to be randomly flipped at its birth so that you could get more variation in shape without having to create two emitters.
- It would be nice if you could control the color of a sprite over its life by using a gradient, similar to the random color gradient, but allowing the sprite to begin its color at the left of the gradient and smoothly transition toward the end of the gradient over its life. This is similar to many other particle systems out there and would allow for more fine control I think.
A side note on this one.. it should be able to control the particle color over time as it is now.. but I can't seem to get it to work. Any suggestions?
- It would be nice if there where a few more options for the rendering of the particles. ie... Only on the last pass of a Multipass render, allow for particle variation or "Jitter" in a multipass render, etc. I know those two are mutually exclusive, but what I'm saying is that "better" effects could be achieved if we had this
sort of fine control.
The example above took 10 hours to render on a "normal" render without multipass. Not to bad considering, but imagine the render times with a full scene and multiple particle effects. With the ability to just render particles in the last pass and not be forced to anti-alias them when they don't really need it, the render times could go down dramatically with no loss in quality. The sprites themselves are antialiased and render fine without needing a second pass at AA most of the time.
- There seems to be some sort of cyclic pattern to the birth of particles. You can see this in the left to right emission and death of the sprites in the fire above. I couldn't find a way to control this or "tone" it down. It would be nice to be able to randomize it more, though this "effect" has its uses as well, so I'm not asking to lose it... just to have another option for the emitting pattern.
- Now I'm getting picky... It would be nice to have more options for layering particles, beside Add and normal. I can imagine some interesting effects that could result from Overlay, Multiply, Invert, etc. On top of this.. Something that would greatly improve Fire simulations is the ability to subtract One sprite from another, ie ... sprite layering order. This would allow for more variation and a more organic shape to multi-sprite systems.
I think that the additions mentioned above would allow for a system that could do just about any type of pyroclastic or particle effect. Does anybody else have other notions for improving the sprite emitters or particles in general.
So I know this is the "stability edition".. and believe me I'm all for that, but its also the TWO edition, and these improvements would make the particle systems, exponentially better, and therefore the effects in TWO.
comments? Suggestions?
C