For this sprint, I keep adding more details to the trail FX. The consept of this FX is to simulate our character walking through water. To do that, I have made a web-like texture to fill in the gaps. This is the final look:
I have also solved some technical difficulties: I make the ring FX to line up correctly to the character's footstep. I have also fixed the edge jittering issue that has bothering me for a very long time. See Below:
In this version, you can see that the inner edge of this ribbon is overlapping itself, this is because "spawn rate" will not spawn particles uniformly through out the process.When there is a sharp turn, or if the spawning source is moving too fast, there will not be enough particles to support the ribbon. Therefore, I need to use "Spawn Per Unit" to uniformly spawn particles through distance.
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