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.
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.
Random Seed Offset
Type: Float, Range:0.0 - 1.0
This slider will adjust each offset on where the Particles randomly spawn from.
Apply to Global Mask
Type: Dropdown, Options:Off/1R/1G/1B/1A/2R/2G/2B/2A/3R/3G/3B/3A/4R/4G/4B/4A
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: ToggleType: 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: Float, Range:0.0 - 4.0
Sets how many Particles should spawn in each square-Centimeter, the formula being
Spawn Distance
Type: Vector2 (Off/Ratio/Delta)
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: Data Texture (sRGB = OFF)
Mask that isolates where the Particles should only spawn from. By default, the R channel is used.
Vertex Color Mask
Type: Dropdown, Options:Off/Red/Green/Blue/Alpha
Use a Vertex Color Channel from your mesh as the Spawn Mask.
Appearance
Texture
Type: Color Texture (sRGB = ON)
This should be the main texture you wish to use for the Particle's overall appearance.
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: Float, Range:0.0 - 1.0
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:Replace/Darken/Multiply/Lighten/Screen/Subtract/Add/Overlay/Mix
Sets the blending operator to use with your defined Color or Texture.
Emission Blend Mode
Type: Dropdown, Options:Replace/Add
Sets the blending operator to use for the Emission.
Emission Range
Type: Vector2
Sets the range of the Emission of your Particles. Min is the lowest amount, while Max is the highest amount.
Alpha Range
Type: Vector2
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: Float, Range:0.0 - 1.0
This slider will apply your mesh normals to the Particles.
Motion
Motion Mode
Type: Dropdown, Options:Still/Outward/Ping 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: Float, Range:0.1 - 10.0
Rotation Speed
Type: Vector2
Travel Distance
Type: Vector2- Conditional: Requires Motion Mode set to
OutwardorPing Pong
- Conditional: Requires Motion Mode set to
Noise Texture (RGB)
Type: Color Texture (sRGB = 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- Conditional: Requires Motion Mode set to
OutwardorPing Pong
- Conditional: Requires Motion Mode set to
Sets a direction on where the Particles should travel.
Direction Strength
Type: Float, Range:0.0 - 1.0- Conditional: Requires Motion Mode set to
OutwardorPing Pong
- Conditional: Requires Motion Mode set to
Sets how much the Particles should follow the World Direction.
Align To Travel Direction
Type: Float, Range:0.0 - 1.0- Conditional: Requires Motion Mode set to
OutwardorPing Pong
- Conditional: Requires Motion Mode set to
Aligns the Particles to the Travel Direction.
Direction Ramp
Type: Vector4 Curve- Conditional: Requires Motion Mode set to
OutwardorPing Pong
- Conditional: Requires Motion Mode set to
Curve Graph that will visualize the direction of the Particles as it travels in the specified World Direction.
Directional Cull
Type: Float, Range:0.0 - 1.0- Conditional: Requires Motion Mode set to
OutwardorPing Pong
- Conditional: Requires Motion Mode set to
Creates a culling area based on the World Direction of the Particles.
Over Time
Size
Type: Vector4 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: Vector4 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: Vector4 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: Color Gradient Texture (sRGB = 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:Random/Progress Based/Time Based
FPS
Type: Float- Conditional: Requires Frame Selection set to
Time Based
- Conditional: Requires Frame Selection set to
Sets the amount of Frames per Second of the Sprite Sheet.
Random Start Frame
Type: Toggle- Conditional: Requires Frame Selection set to
Time Based
- Conditional: Requires Frame Selection set to
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: Float, Range:0.0 - 2.0
How many texels of each Frame.
Frame Bias
Type: Float, Range:0.0 - 0.01
The bias of how each Frame is treated.
Audio Link
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.
Audio Link Type
Type: Dropdown, Options:Waveform/DFT Spectrum/Four Band Random/Filtered Band/Auto Correlator/Bass/Low Mid/High Mid/Treble
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: Float, Range:0.0 - 10.0
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:Bass/Low Mid/High Mid/Treble/Volume
Which Band to use for the Emission effects on the Particles using Audio Link.
Add Ramp
Type: Vector4 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:Bass/Low Mid/High Mid/Treble/Volume
Which Band to use for the Size manipulation of the Particles from Audio Link.
Add Ramp
Type: Vector4 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:Bass/Low Mid/High Mid/Treble/Volume
Which band to use for the Chrono Rotation Audio Link.
Chrono Motion Type
Type: Dropdown, Options:Motion increases as intensity of band increases/Above but Smooth/Motion moves back and forth as a function of intensity/Fixed speed increase when the band is dark Stationary when light/Fixed 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:Bass/Low Mid/High Mid/Treble/Volume
Which band to use to influence the Noise Strength in reaction to Audio Link.
Multiplier Ramp
Type: Vector4 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:Bass/Low Mid/High Mid/Treble/Volume
Which band to use to influence the Alpha in reaction to Audio Link.
Add Ramp
Type: Vector4 Curve
Curve Ramp that adjusts how much Alpha is added in reaction to Audio Link.
UV Mod
Particle Pos UV Source
Type: Dropdown, Options:UV0/UV1/UV2/UV3
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:Off/UV0/UV1/UV2/UV3
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.