Initial commit: Complete project foundation with all documentation, scripts, and project structure
This commit is contained in:
271
docs/PARTICLE_FX.md
Normal file
271
docs/PARTICLE_FX.md
Normal file
@@ -0,0 +1,271 @@
|
||||
# Particle Effects - Dubai Metaverse
|
||||
|
||||
## Overview
|
||||
|
||||
This document catalogs all particle effects for the Dubai Metaverse project.
|
||||
|
||||
## Particle Systems
|
||||
|
||||
### P_Dust
|
||||
|
||||
**Purpose**: Ambient dust particles in the air
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Type**: GPU Particles
|
||||
- **Spawn Rate**: Low to medium
|
||||
- **Lifetime**: Long (10-30 seconds)
|
||||
- **Size**: Small (0.1-0.5 units)
|
||||
- **Color**: Beige/brown (dust color)
|
||||
- **Movement**: Slow drift, wind-affected
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Emitter Setup**:
|
||||
- Spawn rate: 5-10 particles/second
|
||||
- Lifetime: 15-25 seconds
|
||||
- Initial velocity: Low, random
|
||||
|
||||
2. **Visual**:
|
||||
- Texture: Dust particle texture
|
||||
- Size: Small, random variation
|
||||
- Color: Beige/brown, slight variation
|
||||
- Opacity: Low (0.3-0.5)
|
||||
|
||||
3. **Behavior**:
|
||||
- Wind-affected
|
||||
- Gravity: Slight downward
|
||||
- Collision: None (or ground collision)
|
||||
|
||||
#### Placement
|
||||
|
||||
- **Areas**: Open areas, roads, construction sites
|
||||
- **Density**: Low to medium
|
||||
- **Distance**: Visible at medium distance
|
||||
|
||||
---
|
||||
|
||||
### P_HeatDistortion
|
||||
|
||||
**Purpose**: Heat distortion effect above hot surfaces
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Type**: Post-process or material effect
|
||||
- **Intensity**: Subtle
|
||||
- **Distance**: Above hot surfaces (roads, buildings)
|
||||
- **Falloff**: Distance-based
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Material Function**:
|
||||
- Create material function
|
||||
- Use distortion node
|
||||
- Apply to surfaces or post-process
|
||||
|
||||
2. **Settings**:
|
||||
- Distortion intensity: 0.1-0.3
|
||||
- Distance falloff: Exponential
|
||||
- Affected by time of day (stronger during day)
|
||||
|
||||
#### Placement
|
||||
|
||||
- **Surfaces**: Roads, building roofs, hot surfaces
|
||||
- **Time**: Stronger during day, weaker at night
|
||||
|
||||
---
|
||||
|
||||
### P_SandBlowing
|
||||
|
||||
**Purpose**: Sand particles blowing in wind
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Type**: GPU Particles
|
||||
- **Spawn Rate**: Medium
|
||||
- **Lifetime**: Short (3-10 seconds)
|
||||
- **Size**: Small to medium (0.2-1.0 units)
|
||||
- **Color**: Sand color (beige/tan)
|
||||
- **Movement**: Fast, wind-affected
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Emitter Setup**:
|
||||
- Spawn rate: 10-20 particles/second
|
||||
- Lifetime: 5-8 seconds
|
||||
- Initial velocity: High, wind direction
|
||||
|
||||
2. **Visual**:
|
||||
- Texture: Sand particle texture
|
||||
- Size: Small to medium
|
||||
- Color: Sand color
|
||||
- Opacity: Medium (0.5-0.7)
|
||||
|
||||
3. **Behavior**:
|
||||
- Strong wind effect
|
||||
- Gravity: Downward
|
||||
- Collision: Ground collision
|
||||
|
||||
#### Placement
|
||||
|
||||
- **Areas**: Desert areas, open spaces, windy areas
|
||||
- **Conditions**: Windy conditions, sandstorms (optional)
|
||||
|
||||
---
|
||||
|
||||
### P_Fountain
|
||||
|
||||
**Purpose**: Water fountain particle effects
|
||||
|
||||
#### Properties
|
||||
|
||||
- **Type**: GPU Particles
|
||||
- **Spawn Rate**: High
|
||||
- **Lifetime**: Short (1-3 seconds)
|
||||
- **Size**: Small to medium (0.1-0.8 units)
|
||||
- **Color**: Water color (white/blue)
|
||||
- **Movement**: Upward spray, gravity-affected
|
||||
|
||||
#### Implementation
|
||||
|
||||
1. **Emitter Setup**:
|
||||
- Spawn rate: 50-100 particles/second
|
||||
- Lifetime: 1-2 seconds
|
||||
- Initial velocity: Upward, high
|
||||
|
||||
2. **Visual**:
|
||||
- Texture: Water droplet texture
|
||||
- Size: Small, random variation
|
||||
- Color: White/light blue
|
||||
- Opacity: High (0.7-1.0)
|
||||
|
||||
3. **Behavior**:
|
||||
- Gravity: Strong downward
|
||||
- Collision: Ground/water collision
|
||||
- Splash: Splash effect on impact
|
||||
|
||||
#### Placement
|
||||
|
||||
- **Locations**: Fountains, water features
|
||||
- **Density**: High near fountain, lower at distance
|
||||
|
||||
---
|
||||
|
||||
## Particle System Organization
|
||||
|
||||
### Folder Structure
|
||||
|
||||
```
|
||||
Content/Assets/FX/
|
||||
├── P_Dust.uasset
|
||||
├── P_HeatDistortion.uasset
|
||||
├── P_SandBlowing.uasset
|
||||
├── P_Fountain.uasset
|
||||
└── Textures/
|
||||
├── T_Dust_Particle
|
||||
├── T_Sand_Particle
|
||||
└── T_Water_Droplet
|
||||
```
|
||||
|
||||
### Naming Convention
|
||||
|
||||
- **Format**: `P_EffectName_Type`
|
||||
- **Examples**:
|
||||
- `P_Dust_Ambient`
|
||||
- `P_Fountain_Water`
|
||||
|
||||
---
|
||||
|
||||
## Performance Optimization
|
||||
|
||||
### Particle Optimization
|
||||
|
||||
1. **Spawn Rate**: Optimize spawn rates
|
||||
2. **Lifetime**: Optimize particle lifetime
|
||||
3. **LODs**: Use LODs for particles
|
||||
4. **Culling**: Cull particles outside view
|
||||
|
||||
### GPU Particles
|
||||
|
||||
- **Use GPU Particles**: For better performance
|
||||
- **Limit Count**: Limit particle count
|
||||
- **Optimize Shaders**: Optimize particle shaders
|
||||
|
||||
---
|
||||
|
||||
## Integration
|
||||
|
||||
### With Lighting
|
||||
|
||||
- **Lighting**: Particles respond to lighting
|
||||
- **Shadows**: Particles cast/receive shadows (optional)
|
||||
- **Time of Day**: Particle appearance changes with time
|
||||
|
||||
### With Weather
|
||||
|
||||
- **Wind**: Particles affected by wind
|
||||
- **Weather Conditions**: Particle intensity varies with weather
|
||||
|
||||
### With Audio
|
||||
|
||||
- **Audio Cues**: Trigger audio with particles (optional)
|
||||
- **Synchronization**: Sync particles with audio
|
||||
|
||||
---
|
||||
|
||||
## Testing
|
||||
|
||||
### Visual Testing
|
||||
|
||||
1. **Appearance**: Verify particles look correct
|
||||
2. **Behavior**: Verify particle behavior is realistic
|
||||
3. **Performance**: Test performance with particles
|
||||
|
||||
### Performance Testing
|
||||
|
||||
1. **Frame Rate**: Test frame rate impact
|
||||
2. **Memory**: Test memory usage
|
||||
3. **Optimization**: Test optimization settings
|
||||
|
||||
---
|
||||
|
||||
## Troubleshooting
|
||||
|
||||
### Common Issues
|
||||
|
||||
**Issue**: Particles not spawning
|
||||
- **Solution**: Check spawn rate settings
|
||||
- **Solution**: Verify emitter is active
|
||||
|
||||
**Issue**: Particles too bright/dark
|
||||
- **Solution**: Adjust color and opacity
|
||||
- **Solution**: Check lighting settings
|
||||
|
||||
**Issue**: Performance issues
|
||||
- **Solution**: Reduce spawn rate
|
||||
- **Solution**: Use LODs
|
||||
- **Solution**: Optimize particle shaders
|
||||
|
||||
---
|
||||
|
||||
## Best Practices
|
||||
|
||||
### Particle Design
|
||||
|
||||
1. **Subtlety**: Keep effects subtle and realistic
|
||||
2. **Performance**: Balance quality and performance
|
||||
3. **Variation**: Add variation for natural look
|
||||
4. **Integration**: Integrate with other systems
|
||||
|
||||
### Workflow
|
||||
|
||||
1. **Prototype**: Prototype effects quickly
|
||||
2. **Iterate**: Iterate based on feedback
|
||||
3. **Optimize**: Optimize for performance
|
||||
4. **Document**: Document particle settings
|
||||
|
||||
---
|
||||
|
||||
**Version**: 1.0
|
||||
**Last Updated**: [Current Date]
|
||||
|
||||
Reference in New Issue
Block a user