lib.point.draw.DrawBillboards - tixl3d/tixl GitHub Wiki
Draws points and billboards or quads. This operator is very flexible and allows for a wide spectrum of effects.
Its parameters are grouped into different sections for various aspects of variations.
Name (Relevancy & Type) | Description |
---|---|
GPoints (BufferWithViewsRequired) | Input for GPoints |
Scale (Single) | The overall scale of the drawn sprites. |
Stretch (Vector2) | Non-uniformly scales the billboards X = Width Y = Length |
UseWForScale (Boolean) | Defines whether the "W"-attribute of the Points used has an influence on the size of the rendered Billboards |
UseExtend (Boolean) | If enabled, the points stretch attribute will be applied to the drawn billboards. |
Offset (Vector3) | Moves the Billboards local point space. |
Orientation (Int32) | Defines how a billboard is aligned towards the camera: If using point rotation, the orientation to the camera will be ignored. |
RotateZ (Single) | Rotates a billboard around its own axis without affecting the Orientation. |
RotationAxis (Vector3) | Defines how strongly the rotation influences the individual axis. |
Randomize (Single) | Multiplier for controlling the following random values |
RandomPhase (Single) | Phase value for changing the randomness. Can be animated with [Time], for example. Note that this random seed is continuous and can be used for animations. |
RandomPosition (Vector3) | Amound of random offset along X, Y and Z axis. |
RandomRotate (Single) | Multiplier for random rotation |
RandomScale (Single) | Multiplier for random uniform scaling |
Color (Vector4) | Defines the color of the Billboards. If a Texture is used this color will be multiplied. |
ColorVariationMode (Int32) | Defines how colors from the gradient will be sampled: - RandomWithPhase will pick a random color. This will smoothly animate when changing RandomPhase. - Scatter will pick a random color. Each points gets a random position that will NOT change. - Spread will use the point's ordering in the buffer. 0 for the first point and 1 for the last. This spreading can be adjusted with the Spread options below. - W uses the "w" attribute of the points. This can be useful when combined with a [ParticleSystem] that returns particle age in the W attribute. - FogDistance can be combined with a [SetFog] operator to colorize points depending on their distance to the camera. |
ColorVariations (Gradient) | - |
ScaleDistribution (Int32) | Defines how the scale curve below will be sampled in the range between 0 .. 1. - RandomWithPhase will pick a random scale position. This will smoothly animate when changing RandomPhase. - Scatter will pick a random scale from the curve. Each points gets a random scale that will NOT change. - Spread will use the point's ordering in the buffer. 0 for the first point and 1 for the last. This spreading can be adjusted with the Spread options below. - W uses the "w" attribute of the points. - FogDistance can be combined with a [SetFog] operator to scale points depending on their distance to the camera. |
Scales (Curve) | Scaling of the curve. Use the icon in the top right corner to edit this curve in a popup window. |
SpreadLength (Single) | If using the Spread mode in on of the parameters above, this will change the with of the slice that settings (e.g. Colors) is applied. |
SpreadPhase (Single) | Can offset the spreadding range. This can be useful for "sliding" through a gradient of colors or sizes. |
SpreadPingPong (Boolean) | If enabled, the grandients and curves are mirrored when spread mode is active. |
SpreadRepeat (Boolean) | If enabled will repeat the speading slice. This can be especially useful when combined with smaller Spread length and Spread Offset. |
Texture_ (Texture2D) | - |
AtlasMode (Int32) | - |
AtlasSize (Int2) | Defines the number of cells in the connect texture atlas. This can be useful for distribution different random sprites with a single draw call. |
FxTexture (Texture2D) | The FX texture is an additional method of styling the sprites. It's applied in screenspace. As an example: You coud connect a [Blob] image to fade out the sprites at the edges of the screen. |
FxTextureMode (Int32) | Switches how the FX-Texture is used. |
FxTextureAmount (Vector4) | - |
BlendMode (Int32) | Selects the Blendmode |
EnableDepthWrite (Boolean) | Defines whether Billboards cover themselves or are covered by or cover other 3D elements. |
AlphaCut (Single) | Bias value that can be used to influence how partially transparent pixels behave. It can be used to fine-tune the boundary to full transparency if an alpha mask is used |
TooCloseFadeOut (Boolean) | Points too close to the camera will fade out |
Name | Type |
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Output | T3.Core.DataTypes.Command |
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⚠ Everything else is automatically generated and will be overwritten regularly.