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authorHugo Locurcio <hugo.locurcio@hugo.pro>2022-05-20 23:59:13 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2022-08-19 22:32:19 +0200
commit17ad6df56d6c60b8fb7cff772d47a12e1d0e0599 (patch)
treed10336b905998c5e71ee90a9d685f7c895b0c02a /doc/classes/GPUParticlesCollisionSDF3D.xml
parentfafd15014f065687e21965cce4a93bbecd03b5d9 (diff)
Add "Hide on Contact" collision mode to ParticlesMaterial
This can be used to make particles disappear when colliding, rather than bouncing around or sticking to surfaces. This is useful for rain particles which should not be able to go through floors/ceilings, but shouldn't stick to surfaces either.
Diffstat (limited to 'doc/classes/GPUParticlesCollisionSDF3D.xml')
-rw-r--r--doc/classes/GPUParticlesCollisionSDF3D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/GPUParticlesCollisionSDF3D.xml b/doc/classes/GPUParticlesCollisionSDF3D.xml
index 29adf4fbc1..0e7640ba89 100644
--- a/doc/classes/GPUParticlesCollisionSDF3D.xml
+++ b/doc/classes/GPUParticlesCollisionSDF3D.xml
@@ -8,7 +8,7 @@
Signed distance fields (SDF) allow for efficiently representing approximate collision shapes for convex and concave objects of any shape. This is more flexible than [GPUParticlesCollisionHeightField3D], but it requires a baking step.
[b]Baking:[/b] The signed distance field texture can be baked by selecting the [GPUParticlesCollisionSDF3D] node in the editor, then clicking [b]Bake SDF[/b] at the top of the 3D viewport. Any [i]visible[/i] [MeshInstance3D]s touching the [member extents] will be taken into account for baking, regardless of their [member GeometryInstance3D.gi_mode].
[b]Note:[/b] Baking a [GPUParticlesCollisionSDF3D]'s [member texture] is only possible within the editor, as there is no bake method exposed for use in exported projects. However, it's still possible to load pre-baked [Texture3D]s into its [member texture] property in an exported project.
- [b]Note:[/b] [member ParticlesMaterial.collision_enabled] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
+ [b]Note:[/b] [member ParticlesMaterial.collision_mode] must be [constant ParticlesMaterial.COLLISION_RIGID] or [constant ParticlesMaterial.COLLISION_HIDE_ON_CONTACT] on the [GPUParticles3D]'s process material for collision to work.
[b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>