PopcornFX v2.18

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  3. PopcornFX v2.18
  4. Node Reference
  5. Builtin nodes
  6. Renderers
  7. Decal

Decal

Overview

decal renderer node
decal renderer node

 

Decal renderers display the particles as decals on the opaque geometry of the scene.
A decal is a box that projects a texture on the geometry inside of it.
In PopcornFX, the texture is projected from the top face of the box.

Default Materials:

 

By default, the decal renderer is invisible and you need to enable the “diffuse” or the “emissive” feature to actually see it.There are three different controls over the decal rendering:

  • Fade Top: fade the decal depending on the distance to the bottom of the box: the closer it is the the bottom, the more faded is gets.
    0 means no fade and 1 means “start to fade as soon as the geometry is closer to the bottom face than to the center of the box”
  • Fade bottom: same as “Fade Top” but for the opposite face of the box.
  • Fade Angle: not implemented yet. Should fade depending on the angle between the projected geometry and the box orientation.
Decal renderer sampleDecal fading

 

Material: Default_Decal

 

PropertyTypeDescription
DiffuseboolEnables the Diffuse rendering feature:
Exposes a diffuse map and diffuse color.
EmissiveboolEnables the Emissive rendering feature:
Exposes an emissive map to use as a purely emissive color in addition to the regular diffuse component.
AtlasboolEnables the Atlas rendering feature:
Allows to use a sprite-sheet as the diffuse texture, and control which subset of the texture is used using a per-particle TextureID input.
FadeTopfloatIncorrectly named! Should be FadeBottom !
Start of the fade on the bottom section of the decal box volume.

  • 1.0 starts fading linearly at the box center, all the way to the bottom.
  • 0.5 starts fading linearly halfway between the center and the bottom.
  • 0.0 has no fade and the decal abruptly stops at the bottom of the box.
FadeTopfloatIncorrectly named! Should be FadeTop !
Start of the fade on the top section of the decal box volume.

  • 1.0 starts fading linearly at the box center, all the way to the top.
  • 0.5 starts fading linearly halfway between the center and the top.
  • 0.0 has no fade and the decal abruptly stops at the top of the box.
FadeAnglefloatReserved, not yet implemented
+ all common renderer properties
Input pins
Positionfloat3Decal projection box center in world coordinates
Scalefloat3Decal projection box size
OrientationorientationDecal projection box orientation

 

Render-features

Diffuse

Exposes a diffuse map and diffuse color.

PropertyTypeDescription
Input pins
DiffuseMapStringTexture map used for the diffuse lighting component
Colorfloat4Diffuse color, multiplied with the diffuse map color.

 

Emissive

Exposes an emissive map to use as a purely emissive color in addition to the regular diffuse component.

PropertyTypeDescription
Input pins
EmissiveMapStringTexture map used for the emissive lighting component.
EmissiveColorfloat3Emissive color, multiplied with the emissive texture

 

Atlas

Allows to use a sprite-sheet as the diffuse texture, and control which subset of the texture is used using a per-particle TextureID input.

PropertyTypeDescription
Sourceenum
  • External: Atlas tiles are defined in an external .pkat atlas file. Their topology can be arbitrary.
  • Procedural: The number of tiles along the U and V axes are specified by the SubDiv property.
SubDivint2Subdivision count
BlendingenumFrame blending type

  • None: No interpolation between frames
  • Linear: Linear blending
  • MotionVectors: Use the MotionVectorsMap texture as the interpolation vectors to blend between frames
DistortionStrengthfloatMultiplier over the uv distortion
Distortion strength to apply for Houdini exported maps is: -(1.0 / FPS / ColRow).
Input pins
DefinitionStringAtlas definition (.pkat)
MotionVectorsMapStringMotion vectors texture, used to blend between frames when Blending is set to MotionVectors
TextureIDfloatIndex of the sub-rect to use inside the atlas

 

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