Anime Aura VFX Technical Reference
Effect Sources
Anim Aura VFX has 3 effect sources:
- Particles
- Most flexible and highest cost(depends on the number of particles)
- You can define the behavior of particles as ordinary NiagaraEmitter
- PositionArray
- Positions in local space
- Bones/Sockets
- Good for SkeletalMeshes
A "canvas" is filled with "densities" calculated by these effect sources and finally drawn onto the screen with the given material.
Parameters
Parameters can be modified in the details view of NiagaraComponent.
- ArrayIntensity
- ArrayPointSize
- Size and intensity of position array effect sources
- bNormalizeByAtan
- (technical) If turned on, the "density" is normalized by atan function
- BoneIntensity
- BonePointSize
- Size and intensity of bone/socket effect sources
- bUseVelocityFlow
- If turned on, the effect blurs by the movement of actor
- ColorCurveAtlas
- CurveAtlas that defines the mapping from "density" to color and opacity
- CustomView
- (technical) If an actor is set, use its transform as the view matrix which is used when filling the "canvas"
- Damping
- DrawMaterial
- The material used to draw the effect onto the screen referring to the "canvas"
- Flow
- GridResolutionX
- GridResolutionY
- Margin
- MasterIntensity
- Intensity of all effect sources
- ParticleIntensity
- ParticleSizeScale
- ParticleSpawnRate
- Intensity, size scale and spawn rate for particle effect sources
- Size of each particle is also taken into account
- Positions
- Local space locations of position array effect source, but 4th element works as intensity scale
- Power
- SKM
- Referenced skeletal mesh
- Filtered Bones/Sockets
- Used as effect sources
- SpriteSize
- Finally rendered size of sprite in world space