-
-
Notifications
You must be signed in to change notification settings - Fork 21.1k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Random initial color for all Particle Nodes #55263
Random initial color for all Particle Nodes #55263
Conversation
Now that we have a random initial color ramp, do the Hue Random properties still have an use case? These also provided random color functionality, but in a less flexible way (it was also harder to control). |
I also tought about this, but hue manipulation is doind a different kind of color change than a multiplication. Sometimes it's really great to combine all of the properties to get a lot of variety in the final result. EDIT: A good example of a combination of both parameters: |
d649c08
to
b004a9b
Compare
Works with 2D and 3D GPU Particles
b004a9b
to
ddf8269
Compare
Thanks! |
If it's ok, I would love to do a backport for 3.x 😃 |
Sure 👍 |
In this PR all Particle Nodes get a new parameter:
color initial
In this new parameter, a Gradient can be set and each particle will select a random color from that Gradient on birth.
This color then gets multiplied with the overall color. Like this is is combineable with the normal
color_ramp
(color over life) andcolor
.This gives a lot more flexibility when setting up particle systems.
It also makes sense to add this as in 4.0 all parameters got
min
andmax
values, so it fits into that mindset.For
GPUParticles2D
andGPUParticles3D
it is solved via theParticleMaterial
class.For
CPUParticles2D
andCPUParticles3D
it is implemented directly in the classes.Converting from GPU to CPU is supported in 2D and 3D.
Here are some examples of using this new parameter:
kgY9BrB8tO.mp4