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-rw-r--r--doc/classes/GPUParticlesCollisionHeightField3D.xml2
1 files changed, 1 insertions, 1 deletions
diff --git a/doc/classes/GPUParticlesCollisionHeightField3D.xml b/doc/classes/GPUParticlesCollisionHeightField3D.xml
index 3fcad43efb..6e996d5fbd 100644
--- a/doc/classes/GPUParticlesCollisionHeightField3D.xml
+++ b/doc/classes/GPUParticlesCollisionHeightField3D.xml
@@ -7,7 +7,7 @@
Real-time heightmap-shaped 3D particle attractor affecting [GPUParticles3D] nodes.
Heightmap shapes allow for efficiently representing collisions for convex and concave objects with a single "floor" (such as terrain). This is less flexible than [GPUParticlesCollisionSDF3D], but it doesn't require a baking step.
[GPUParticlesCollisionHeightField3D] can also be regenerated in real-time when it is moved, when the camera moves, or even continuously. This makes [GPUParticlesCollisionHeightField3D] a good choice for weather effects such as rain and snow and games with highly dynamic geometry. However, since heightmaps cannot represent overhangs, [GPUParticlesCollisionHeightField3D] is not suited for indoor particle collision.
- [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 ParticleProcessMaterial.collision_mode] must be [code]true[/code] on the [GPUParticles3D]'s process material for collision to work.
[b]Note:[/b] Particle collision only affects [GPUParticles3D], not [CPUParticles3D].
</description>
<tutorials>