北科大-戴子勛
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    ###### tags: `UE4` # UE4 下雨粒子效果 ### 材質設定 **請隨時儲存檔案** * 點擊Content Browser 空白地方右鍵,並且新增一個Material物件。 ![](https://i.imgur.com/85sEpPr.png) * 將blend mod 改成 Translucent,並且將 Shading Model 改成 Unlit。 ![](https://i.imgur.com/lSmCXhx.png) **將Shading Model設為"不發光"是因為,不希望陰影引想我們粒子的墜落效果** * 在藍圖空白地方右鍵,新增ParticleColor物件。 ![](https://i.imgur.com/QMAjjOR.png) 並且將其連接到Emissive Color處 ![](https://i.imgur.com/iok45e7.png) * 新增一個徑向梯度指數,右鍵新增RadialGranientExponential元件。 ![](https://i.imgur.com/CV2skPT.png) 這項元件會創建一個柔軟的圓或點。 * 接下來按著"M",在空白地方左鍵,這會新增一項乘法的指令,並將ParticleColor 和 RadialGranientExponential 元件連接上去,再將Multiply元件連接到Opacity上。 ![](https://i.imgur.com/cSzLUzc.png) 這可以讓我們更改雨水在內部的透視方式。 ### 建立粒子系統 * 返回到主畫面,點擊Content Browser 空白地方右鍵,並且新增一個Particle Syste物件。 ![](https://i.imgur.com/PNTKyIS.png) 這項物件可以讓我們新增和控制粒子效果。 * 將把Particle Syste物件拉進遊戲畫面中,並開啟Particle Syste物件。 ![](https://i.imgur.com/2e1nSCT.png) * 點選上方Background Color 選項,將左方預覽區域調整成方便觀察的顏色。 * 我們需要將剛剛製作的材質導入進去粒子裡,點選Spawn將剛剛的材質給拉進去。 ![](https://i.imgur.com/gcESGX2.png) * UE4引擎把粒子效果的渲染,預設在CPU上運行,我們要將其改為GPU。我們在Emitters下面空白處右鍵,選擇TypeDate,選取 New GPU Sprites。 ![](https://i.imgur.com/xjyylzp.png) * 點選 Initial Velocity選項,將Max速度中"X" "Y" "Z" 的數值設定為"10" "10" "-500" , Min 設定為"-10" "-10" "-500"。 ![](https://i.imgur.com/6ZDFaIp.png) * 接下來點選 Initial Size 將 Distribution 改為 Distribution Vector Constant ,並將下方 Constant "X" "Y" "Z" 改為 "3" "3" "3"。 ![](https://i.imgur.com/wSBRLu8.png) 這目的是為了讓雨滴的體積縮小成正常大小。 * 點選 Lifetime選項,將其Distribution MAX 與 MIN ,都設定成5。 ![](https://i.imgur.com/VXjz8kd.png) 這個選項可以讓特效存在時間變長 * 點選Spawn選項,將Distribution Constant 設定為200。 ![](https://i.imgur.com/7dXL26D.png) 這可以控制生成雨滴的數量 * 在Emitters下面空白處右鍵,選擇Location新增Initial location。將其Distribution MAX ,設定為,"500" "500" "1000",MIN 設定為,"-500" "-500" "1000"。 ![](https://i.imgur.com/0LknS3E.png) * 在Emitters下面空白處右鍵,選擇Size,新增Size By Speed。並將Speed Scale 設定為 "5" "5",Max scale 設定為"0.3" "5"。 ![](https://i.imgur.com/5uBC7FG.png) 這可以給予材質速度並控制形狀 * 你可以觀察一下預覽窗那裏,會發現轉動角度雨滴的Z軸會和視角移動。所以我們要在Emitters下面空白處右鍵,選擇Orientation,並新增Lock Axis,將Lock Axis Flags 設定為 Rotate Z。 ![](https://i.imgur.com/isBE1ju.png) * 接下來我們要添加類似風吹到雨水的效果,們要在Emitters下面空白處右鍵,選擇Acceleration ,新增 Const Acceleration。調整X Y軸,可以模擬風吹來的方向,Z軸可以讓下降速度改變。 ![](https://i.imgur.com/xtKHBHN.png) * 你會發現雨滴在空間中落下非常不自然。我們點選Required ,選擇Screen Alignment ,將其改為PSA Velocity ![](https://i.imgur.com/Hl4fRec.png) * 接下來我們要添加粒子的碰撞,Emitters下面空白處右鍵,選擇並新增Collision。並將Response改成 Kill 。 ![](https://i.imgur.com/eN0LiNK.png) * 請在此儲存檔案,回到主畫面並打開上方Edit裡面有Project Settings,搜尋mesh distance 將其勾選,並重新開啟專案。 ![](https://i.imgur.com/n6rO5gE.png) * 接下來回到Particle Syste將Collision物件的Collision Mode改成 Disrance Field ![](https://i.imgur.com/7FUnGwb.png) 返回到主畫面,你可以在遊戲視窗看見效果。

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