Skip to main content
Version: 10.0

Geometric Particles

Poiyomi Pro Particle is a special shader that spawns particles from the surface of the mesh in a way that is similar to a Particle System in Unity, without the need of a Particle System.

To use Poiyomi Pro Particle, select the shader version .poiyomi/Poiyomi Pro Particle or .poiyomi/Poiyomi Pro Two Pass Particle for the Two Pass version. This exposes the Geometric Particles category with the following options shown below.

Pro Feature
Works best with Cutout or Transparent Rendering

Like many Particles, they each spawn with square-shaped planes that contains a texture. Most commonly, those textures have transparent backgrounds.

When using a Texture or Sprite Sheet with a transparent background, change your Rendering Preset to Cutout or a preferred transparent preset (if using Alpha transitions) for the best effect.

This is somewhat a ridiculous demonstration of the Geometric Particles being spawned from the Suit's mesh.

Random Seed Offset​

Type
Range
Range
0to1

This slider will adjust each offset on where the Particles randomly spawn from.

Apply to Global Mask​

Type
Dropdown
Options
Off1R1G1B1A2R2G2B2A3R3G3B3A4R4G4B4A

When set, this will set whichever target Global Mask to "White" and allow you to filter where the effects are applied in other modules.

MainTex Color Override​

Type
Toggle
Type
Color

If set, overrides the Main Texture with the defined Color set.

Spawning​

Render Base Mesh​

Type
Toggle

This toggle controls if the Mesh itself should be shown. If turned off, the mesh will be discarded so that only the Particles are shown.

Particles Per cm2​

Type
Range
Range
0to4

Sets how many Particles should spawn in each square-Centimeter, the formula being A=l×wA = l \times w

Spawn Distance​

Type
Vector2

Sets the distance of how each Particle will spawn from. Min is the minimum spawn distance, while Max is the maximum spawn distance (in Centimeters).

Spawn Mask​

Type
Texture Slot
Accepts
Data texturesRGB Off

Mask that isolates where the Particles should only spawn from. By default, the R channel is used.

Vertex Color Mask​

Type
Dropdown
Options
OffRedGreenBlueAlpha

Use a Vertex Color Channel from your mesh as the Spawn Mask.

Appearance​

Texture​

Type
Texture Slot
Accepts
Color texturesRGB On

This should be the main texture you wish to use for the Particle's overall appearance.

Use a texture with Transparency

We recommend using a texture that has a transparent background. For best results, use Cutout or a Transparent Rendering Preset on your Material for your Particles to appear correctly.

Color​

Type
Color

Like your Main Texture's Color property, this will blend the color with the attached Texture above.

Color Blend Alpha​

Type
Range
Range
0to1

Sets how much the Color or Texture is blended overall on the Particle. Typically, this should be left at 1.

Color Blend Mode​

Type
Dropdown
Options
ReplaceDarkenMultiplyLightenScreenSubtractAddOverlayMix

Sets the blending operator to use with your defined Color or Texture.

Emission Blend Mode​

Type
Dropdown
Options
ReplaceAdd

Sets the blending operator to use for the Emission.

Emission Range​

Type
Float2

Sets the range of the Emission of your Particles. Min is the lowest amount, while Max is the highest amount.

Alpha Range​

Type
Float2

Sets the range of the Alpha of your Particles. This typically works best with a Transparent Rendering Preset.

Particle Size​

Type
Vector2

Sets the range of how small or large each Particles should appear. Min is the lowest size, while Max is the largest size.

Inherit Mesh Normal​

Type
Range
Range
0to1

This slider will apply your mesh normals to the Particles.

Motion​

Motion Mode​

Type
Dropdown
Options
StillOutwardPing Pong

Which animation style to use for the Particle motion. Still keeps things stationary, Outward animates the Particles to travel outwards from the mesh, and Ping Pong will make the Particles travel back and forth from the mesh.

Cycle Duration (Seconds)​

Type
Range
Range
0.1to10

Rotation Speed​

Type
Vector2

Travel Distance​

Type
Vector2
Shown when

Motion Mode is set to Outward or Ping Pong

Noise Texture (RGB)​

Type
Texture Slot
Accepts
Color texturesRGB On

Sets a Noise Texture to use, which will allow the Particles to follow the specified Noise direction.

Noise Strength​

Type
Vector2

Sets the strength of how the above Noise Texture influences the Particles.

Noise Scroll Speed​

Type
Vector2

Sets a scrolling speed for how the Noise Texture influences the Particles.

World Direction (XYZ)​

Type
Vector3
Shown when

Motion Mode is set to Outward or Ping Pong

Sets a direction on where the Particles should travel.

Direction Strength​

Type
Range
Range
0to1
Shown when

Motion Mode is set to Outward or Ping Pong

Sets how much the Particles should follow the World Direction.

Align To Travel Direction​

Type
Range
Range
0to1
Shown when

Motion Mode is set to Outward or Ping Pong

Aligns the Particles to the Travel Direction.

Direction Ramp​

Type
Vector Curve
Shown when

Motion Mode is set to Outward or Ping Pong

Curve Graph that will visualize the direction of the Particles as it travels in the specified World Direction.

Directional Cull​

Type
Range
Range
0to1
Shown when

Motion Mode is set to Outward or Ping Pong

Creates a culling area based on the World Direction of the Particles.

Over Time​

Size​

Type
Vector Curve

Curve Graph that adjusts how each Particle is sized from the point it was spawned until the end of the animation (de-spawn).

Alpha​

Type
Vector Curve

Curve Graph that adjusts how each Particle Alpha is adjusted from the point it was spawned until the end of the animation (de-spawn).

Emission​

Type
Vector Curve

Curve Graph that adjusts how each Particle Emission is added from the point it was spawned until the end of the animation (de-spawn).

Color​

Type
Texture Slot
Accepts
Gradient texturesRGB On

Gradient Color slot that can determine how the Particles are colored from the point it was spawned until the end of the animation (de-spawn).

Sprite Sheet​

Type
Toggle

If enabled, will force the usage of a Sprite Sheet for each Particle. Usage of the Sprite Sheet will go to the Main Appearance's Texture slot.

Columns​

Type
Float

How many Columns should be set for the Sprite Sheet. This is the amount of columns on a single plane grid (left to right) where each Sprite is on.

Rows​

Type
Float

How many Rows should be set for the Sprite Sheet. This is the amount of rows on a single plane grid (top to bottom) where each Sprite is on.

Frame Selection​

Type
Dropdown
Options
RandomProgress BasedTime Based

FPS​

Type
Float
Shown when

Frame Selection is set to Time Based

Sets the amount of Frames per Second of the Sprite Sheet.

Random Start Frame​

Type
Toggle
Shown when

Frame Selection is set to Time Based

If enabled, the shader will randomly choose the starting frame of the Sprite Sheet.

Total Frames (0 = auto)​

Type
Float

Total amount of Frames on the Sprite Sheet. Set this to 0 for this to be automatic.

Frame Inset (texels)​

Type
Range
Range
0to2

How many texels of each Frame.

Frame Bias​

Type
Range
Range
0to0.01

The bias of how each Frame is treated.

info

The settings in this section will only be visible when Audio Link is activated on the Material.

Gradient Source​

Type
Dropdown
Options
X (Frequency)Y (Height)

Determines the source of how the Particles will react with Audio Link.

Type
Dropdown
Options
WaveformDFT SpectrumFour Band RandomFiltered BandAuto CorrelatorBassLow MidHigh MidTreble

There are different types of Audio Link styles that can be used with the Particles. This involves a Waveform, DFT Spectrum, Auto Correlator, as well as the four bands from Audio Link itself.

Height Scale​

Type
Range
Range
0to10

Sets the scale of the Audio Link Particles with the Gradient Source.

Emission​

Type
Toggle

Enables Emission effects using Audio Link with the following properties below.

Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which Band to use for the Emission effects on the Particles using Audio Link.

Add Ramp​

Type
Vector Curve

Curve Graph that adjusts the addition and/or subtraction of the Emission from Audio Link.

Size​

Type
Toggle

Enables Size manipulation of the Particles using Audio Link with the following properties below.

Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which Band to use for the Size manipulation of the Particles from Audio Link.

Add Ramp​

Type
Vector Curve

Curve Graph that adjusts the sizing of the Particles in reaction to Audio Link.

Rotation Speed​

Type
Toggle

If enabled, enables Chrono Rotation of the Particles in reaction to Audio Link.

Chrono Rotation Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use for the Chrono Rotation Audio Link.

Chrono Motion Type​

Type
Dropdown
Options
Motion increases as intensity of band increasesAbove but SmoothMotion moves back and forth as a function of intensityFixed speed increase when the band is dark Stationary when lightFixed speed increase when the band is dark Fixed speed decrease when light

Sets which motion type to use for the rotation of the Particles in reaction to the Audio Link chrono band. These options are pretty self-explanatory.

Chrono Rotation Speed​

Type
Float

Sets the speed of the Particles Chrono Rotation in reaction to Audio Link, influenced by the settings above.

Noise Strength​

Type
Toggle

If enabled, the defined Noise Texture Strength can be influenced in reaction to Audio Link.

Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use to influence the Noise Strength in reaction to Audio Link.

Multiplier Ramp​

Type
Vector Curve

Curve Ramp that adjusts the multiplication of the Noise Strength in reaction to Audio Link.

Alpha​

Type
Toggle

If enabled, adjusts the Alpha of the Particles in reaction to Audio Link.

Band​

Type
Dropdown
Options
BassLow MidHigh MidTrebleVolume

Which band to use to influence the Alpha in reaction to Audio Link.

Add Ramp​

Type
Vector Curve

Curve Ramp that adjusts how much Alpha is added in reaction to Audio Link.

UV Mod​

Particle Pos UV Source​

Type
Dropdown
Options
UV0UV1UV2UV3

This will set the source of which UV from your mesh to use when positioning each Particle as they spawn.

Apply to UV Destination​

Type
Dropdown
Options
OffUV0UV1UV2UV3

If set, will apply the UV modifier to the destination UV of your mesh.

Spawn Reduction​

Spawn Distances​

Type
Vector2

This controls how each Particle is spawned based on how distant the Camera is from the mesh.

Spawn Multiplier​

Type
Vector2

Sets the multiplier of how they are spawned.