Magic |
Specific Attributes
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Quick Tips
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Features
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Blue Aura |
- Wind Direction
- Wind Force
- Wind Turbulence
- Brightness
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- Lifetime Randomness
- Distortion Scale
- Distortion Intensity
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- Sample a static, skinned, or blendshaped mesh for the emitter shape
to generate the Blue Aura effect.
- Smoke textures can be replaced.
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Bursting Ball |
- Ball Size
- Speed
- Brightness
- Emission Turbulence
- Light Size
- Light Intensity
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- Move the emitter spread the particles around.
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
- You can change out the texture for the emitted particles.
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Cast Ice Ball |
- Ice Ball Size
- Ice Ball Intensity
- Ice Ball Glow Intensity
- Ice Ball Rotation Direction(X/Y/Z)
- Ice Ball Rotation Speed
- Tail Length
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- Tail Density
- Tail Intensity
- Debris Size
- Gravity
- Light Intensity
- Smoke Opacity
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- Move the emitter around to generate the Cast Ice Ball effect.
- Re-simulate the effect if the trail no longer follows the emitter
(hotkey: Shift-S).
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
- The mesh for the ice ball can be replaced.
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Cast Meteor |
- Meteor Size
- Meteor Rotation Direction (X/Y/Z)
- Meteor Rotation Speed
- Flame Density
- Flame Brightness
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- Tail Length
- Gravity
- Distortion
- Light Intensity
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- Move the emitter around to generate the Cast Meteor effect.
- Re-simulate the effect if the trail no longer follows the emitter
(hotkey: Shift-S).
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
- The mesh for the ice ball can be replaced.
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Column Thunder |
- Flash Ball Size
- Brightness
- Lifetime Randomness
- Light Intensity
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- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Lightning Attack |
- Probe Length
- Probe Random Variation
- Spread
- Light Intensity
- (Check Box) Show Flash Ball
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- The Lightning strokes will emit toward all physics-enabled meshes in
the scene.
- Adjust Spread to determine the size of the cone to shrink or expand
the space in which the lightning strokes will spawn and fan out.
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Magic Orbs |
- Scatter
- Spin Speed
- Rotation Speed
- Orbit Opacity Ratio
- Light Intensity
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- Change out the Particle texture to alter the shape of the orbs.
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Magic Surround |
- Trail Length
- Speed
- Direction Randomness
- (Checkbox) Moving Direction
- Direction (X/Y/Z)
- Gravity
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- Place the emitter at the scene root position at world-space
coordinate of (0,0,0) and make sure to not move it by accident.
- Sample a static mesh for the emitter shape for the sparkles
to revolve around.
- Make sure to place the sampled mesh at a set position and do not
move it.
- Modify the Moving Direction to direct the sparkles in a single direction.
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Power Celestial |
- Dust Flux
- Trail Flux
- Brightness
- Speed
- Emission Turbulence
- Light Intensity
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- Trail and Dust textures can be replaced.
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Power Dragon |
- Brightness
- Dragon Speed
- Vortex Speed
- Distortion Intensity
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- Light Intensity
- Head Scale
- Show Trail
- Show Horn
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- The dragon head mesh can be replaced.
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Power Fury |
- Flame Power
- Impulse
- Spark Flux
- Emission Turbulence
- Light Intensity
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- You can change out the Fire texture, adjust the Fire Colors and
Spark Flux.
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Power Shadow |
- Line Power
- Flow Speed
- Smoke Size
- Smoke Speed
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- Height
- Trail Segment Interval
- Light Intensity
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- You can change out the Line texture, adjust the Line Colors and
Flow Speed.
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Power Sparkle |
- Brightness
- Dust Flux
- Emission Turbulence
- Light Intensity
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- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Slide Lightning |
- Smoke Life
- Head Size
- Trail Length
- Light Intensity
- Gravity
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- The particles will gravitate toward all physics-enabled meshes in
the scene.
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Speed Ejection |
- Brightness
- Speed Threshold
- Ejection Speed (Normal Direction)
- Gravity
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- Sample a static, skinned, or blendshaped mesh for the emitter shape.
- The number of particles is determined by the velocity of the movement
speed or mesh animation.
- Adjust the Speed Threshold to control the rate of emission. The emitter
will keep spawning particles when the Speed Threshold is set too low,
even when the sampled shape is motionless.
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Spell Trail |
- Head Color & Opacity
- Trail Color& Opacity
- Trail Length
- Smoke Color & Opacity/Flux
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- Spark Color & Opacity
- Spark Flux
- Light Size
- Light Intensity
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- Move the emitter around to generate a spell trail.
- Faster moving emitters create longer elongated trails.
- Set Head Opacity to 0 to hide the head of the spell.
- Adjust the Light Intensity parameter to create artificial lighting when
global illumination is disabled.
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Teleporter |
- 4 parts : Stream(Red + Green + Blue) & Vortex
- Lifetime
- Speed
- Color & Opacity
- Particle Size
- Vortex Expansion
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- The SpawnMask image is partitioned into 3 parts:
Red color: determines the areas of emission for Stream Red.
Green color: determines the areas of emission for Stream Green.
Blue color: determines the areas of emission for Stream Blue.
- The placement of each stream is based on the colors of the
SpawnMask and the uvs of the sampled emitter shape.
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