Being short on time myself, I have a challenge; can anyone fit this to become 3d particles in Playcanvas?
I know we already a quite good particle system, but this has a quite stationary start-emission point.
This effect (by fit of; shader chunks) could also be rather nice: Shader - Shadertoy BETA
{again without a certain/stationary start point}
My goal is to mimic dust on a ‘dry summer festival spot filled with people and stalls’. In such ‘scenarios’ the dust is more ambient and without a clear central emitter - such particles are not ‘being spawned’ but are merely kicked of the ground by people
Ok I get the point (and maybe I am being nerdish on the graphics side), but let us say that one of the examples were implemented, I/others would not have to do a lot of extra start steps in the particle-settings like gravity, lifetime, random speed+positioning and especially positioning a particle emitter for every person in ‘the festival spot’ … a function with ‘ambient positioning + random speed of particles with multiple emitters positions’ would be nice - in case you follow, I could change gear and ‘feature req’ at github?
I don’t follow. It sounds like you would like a predefined/already preconfigured particle effect for a dust cloud? In which case it can be a template asset with the setup and script(s) needed that is copied from project to project.
Even if you just wanted a function to do all this, that can be done by a developer and taken from project to project.
please revisit link above … the dust-particles are quite different from ‘our’ particle emitters (more like small clouds of microscopic grains), and does not seem to be dependent on a flat canvas-plane either.
That looks like a custom shader effect which is possible to do in PlayCanvas I would imagine. It just wouldn’t be an engine feature or something that we would provide as an example as it’s quite a niche effect.