Sample Sidebar Module

This is a sample module published to the sidebar_top position, using the -sidebar module class suffix. There is also a sidebar_bottom position below the menu.
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Sample Sidebar Module

This is a sample module published to the sidebar_bottom position, using the -sidebar module class suffix. There is also a sidebar_top position below the search.
Texture Settings

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The Texture settings control how the particles are rendered using textures.

TEXTURE
Texture Properties
Albedo Sets the Albedo texture of the Particle. By pressing on the grey box, a file dialog will appear where a texture can be selected. You can unassigned a texture by right-clicking on its icon within the Particle Editor.
Emissive Sets the Emissive texture of the Particle. By pressing on the grey box, a file dialog will appear where a texture can be selected. You can unassigned a texture by right-clicking on its icon within the Particle Editor.
Normal Sets the Normal texture of the Particle. By pressing on the grey box, a file dialog will appear where a texture can be selected. You can unassigned a texture by right-clicking on its icon within the Particle Editor.
Normal Strength Sets the strength of the normal map applied to the particle
Emissive Strength Sets the strength of the emissive map applied to the particle
Method Sets the Emissive method to use:
  • From Texture – Uses the color information of the Emissive texture to determine what color should be emitted. Useful if using colored emissive textures.
  • Inherit – Uses the color information of the Albedo texture to determine what color should be emitted. Useful if using Greyscale emissive textures.
  • Color RGB – Uses a flat RGB color set by the Color Setting across the entire particle taking transparency into account.
Color Set the RGB color to use if using the Color RGB method for Emissive Texture.
Particle Glow Enabling this setting will allow the particle to have the bloom effect post processing effect applied to it. Useful if creating an effect such as Fire but not for something like smoke.
Atlas Properties
Frames Across Sets the number of columns in the assigned albedo texture. If you are not using an animated texture, use a value of 1.
Frames Down Sets the number of Rows in the assigned albedo texture. If you are not using an animated texture, use a value of 1.
Reverse Animation If using an animated texture, by checking this box, the animation will play in reverse order. Animated textures are played across the lifetime of the particle set by the Min and Max Life Span Settings.