Anime Aura VFX Technical Reference

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
    • "Density" decreases every frame depending on this value
    • Low value makes the effect blobby and high value solid
  • DrawMaterial
    • The material used to draw the effect onto the screen referring to the "canvas"
  • Flow
    • Flow vector in world space. The effect blurs by this value
  • GridResolutionX
  • GridResolutionY
    • Resolution of the"canvas"
    • These effect on GPU cost
  • Margin
    • "Density" is decreased around the edge of the "canvas" by this value
  • 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
    • This defines the curve that decides the mapping from distance from center of effect source to "density"
    • Low value makes the effect smooth and high value sharp
  • SKM
    • Referenced skeletal mesh
    • Filtered Bones/Sockets
      • Used as effect sources
  • SpriteSize
    • Finally rendered size of sprite in world space