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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: 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: 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: Float, Range: 0.0 - 4.0

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

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.

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: 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 Outward or Ping Pong

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 Outward or Ping Pong

Sets a direction on where the Particles should travel.

Direction Strength

  • Type: Float, Range: 0.0 - 1.0
    • Conditional: Requires Motion Mode set to Outward or Ping Pong

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 Outward or Ping Pong

Aligns the Particles to the Travel Direction.

Direction Ramp

  • Type: Vector4 Curve
    • Conditional: Requires Motion Mode 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: Float, Range: 0.0 - 1.0
    • Conditional: Requires Motion Mode set to Outward or Ping Pong

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

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

Random Start Frame

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.

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: 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.