Method
This node renders particles in a dot-matrix like effect that aligns them to grid cells on the screen.
Example |
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![Dot Matrix Renderer]() |
Attributes
Name |
Description |
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Texture |
Select a texture to be rendered at each particles position. |
Particle Size |
Edit the size of the particles once they are rendered. |
Particle Alpha |
Change the alpha value for the particles. |
Visible |
Control whether the node is visible or not to the scene. |
Dot Grid Size |
The size of the grid in cells in pixels. |
Sort Key Value |
Biases the depth-based render order, to force the particle system to be drawn before or after other objects in the scene. |
Depth Bias |
Offsets particles in depth so they are closer or further away from the camera, changing the point at which they intersect with the rest of the scene. |
Use Texture Animation |
Edit whether the texture animation is shown with the rendering. |
Texture Animation Rate |
Change the speed the texture animation is played at. |
Num Frames X |
Change how many tiles the sprite image will be spread across the x axis. |
Num Frames Y |
Change how many tiles the sprite image will be spread across the y axis. |
Randomise Start Frame |
Randomises the beginning frame the texture animation is played from. |
Sort Particles |
Toggle whether the particles are sorted by depth from camera from back to front before rendering, enabling transparent particles to be rendered correctly. |
Blend Mode |
Choose how the texture blends onto the particles. |
Inputs
Name |
Description |
Typical Node Input |
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Rendered Emitters |
Specify which emitters are rendered using this renderer. By default, all emitters connected to the same particle root as the renderer are rendered. |
Primitive Emitter |
Transform Modifier |
Links all transform properties to the input node. |
Null |
Target Node |
Always faces the x-axis towards the inputs anchor point. |
Null |
Local Transform Override |
Override the transformation values of the node, relative to its parent. |
Null |
Outputs
The outputs section for this node is currently being worked on.