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عنوان محصول
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Dec 9, 2020
Undefined
Megabytes
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در برخی موارد لینک های دانلود رایگان هستند و در مواردی نیاز به خرید اشتراک دانلود در پلن های مختلف دارید. لطفا به پلن مورد نیاز برای دانلود در قسمت بالا توجه کنید و طرح مورد نیاز خود را خریداری نمایید. توجه داشته باشید که با کلیک بر روی لینک مقابل صفحه دانلود باز می شود و پس از خرید اشتراک می توانید دانلود کنید
Semi-Permanent Blood Droplets
TrailerDiscord
CPU Documentation:Video
GPU Documentation:Video
Are you tired of games where the aftermath of the battle disappears before the battle is even over? Do you want to give your players a sense of permanence and satisfaction as they look around at the mess their battle created?
Look no further! This particle system is designed to provide you with flexible, realistic blood droplets. It leverages the power of instanced mesh decals and randomization to give your battles a unique and bloody feel. Make each hit count and get that extra bit of oomph with gore that has impact.
The particles are lightweight and leverage expressions and curvature control to give each droplet impact.
Main Features
Spawn hundreds of thousand of droplet decals that can persist for as long as you like
Lightweight blueprint actor easily allows you to spawn different systems with direct access to 14 exposed parameters with no extra setup
Works on angled surfaces
GPU or CPU (GPU has more limitations but can do more effects like streaking)
Track down wounded players
Enemy AI example, with bone-attachment examples and a line-trace blood pool spawning example
Updated and maintained, UE5 friendly.
FAQ
Why are there floating decals?
Your collision layers/filtering has not been set up.
See this video for a quick walkthrough:Video(only needs to be done once)
I’ve set my custom collision layer, but it’s still not colliding?
You need to make sure you set the User Parameter inside the Niagara System for the collision channel
See this video for a quick walkthrough:Video(only needs to be done once)
I want to change the color of the blood, why is the particle color not affecting the decal?
Make a new material instance and set the blood colors here. Assign the new material instance to the desired systems. Particle color is not used as the blood material uses some tricks for more convincing droplet effects.
How come my GPU collision is not working?
Ensure you have distant fields enabled in your project, and use the global distant field visualizer to ensure there is enough resolution for the collision to function
See this video for a quick walkthrough:Video(only needs to be done once)
Update 4.0 Changelog
Due to some changes in the folder structure of materials, I recommend reinstalling this update from scratch.
4.0.1 – Content -Added new blueprint inside Blueprints->Debug which allows you to modify the particles live in the editor with construction script. This was originally removed from BP_Droplets as it caused memory bloating due to the number of references, but has been added back to easily preview parameter changes.
4.0.1 – Bug -Fixed some material parameter settings that caused the default splash to spawn black
4.0.1 – Bug -Repaired Legacy particle references and updated to support dynamic material parameters
4.0.1 – Bug -Fixed some material parameter settings that caused the default splash to spawn red
4.0.0 – Bug -Fixed some small issues with the emitters occasionally not spawning decals
4.0.0 – Content -Complete overhaul of the particle material system
4.0.0 – Content -Particles upgraded to support dynamic material parameters
4.0.0-Documentation- New documentation added
4.0.0 – Feature -Droplet color can now be set by the particle
4.0.0 – Feature -Emissive strength can now be controlled by the particle, …
Technical Details Included Assets This pack includes 16 CPU Niagara systems with 4 unique Niagara emitters and 6 Niagara module scripts. 4.26 includes 14 bonus GPU Niagara systems with 1 unique Niagara emitter. The Niagara Effect Type is configured, so these particles are ready for your game and require no additional setup. No fluid simulations are used. Each droplet is 24 tris, and each decal is 4 tris. The particle systems and 14 exposed parameters are controlled by the BP_Droplets blueprint. Features: <35mb install size 16 Niagara Systems Aortic Spurt Blood Pool Punch Wound Puncture/Stab Wound Entrance Wound - Pistol Entrance Wound - Rifle Entrance Wound - Shotgun Exit Wound - Pistol Exit Wound - Rifle Exit Wound - Shotgun Loop - Bleeding Loop - Excessive Dismembered Spurt Loop - Mild Dismembered Spurt Timed - Bleeding (useful for bleeding debuffs) Timed - Excessive Dismembered Spurt Timed - Mild Dismembered Spurt 4 Unique Niagara Emitters 2 Unique Static Mesh 3 Textures (Splash texture from UE4 content) 1 Droplet Blueprint that controls 15 exposed Niagara parameters and allows you to easily spawn and clean up particle systems. Type of Emitters: (CPU,GPU) LODs: (Yes, Niagara Effect Type included) No. of Materials: 4 Master, 4 Instances No. of Textures: 3 No. of Blueprints: 1 No. of Unique Meshes: 2 Generate ten's of thousands of instanced mesh decals while maintaining performance.
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