ParticleFlag
Constants in the ParticleFlag flag set. These are flags and can be combined with bitwise OR.
integer PSYS_PART_BOUNCE_MASK = 0x4; // Particle flag causing particles to bounce off a plane at the emitter object's Z height.integer PSYS_PART_EMISSIVE_MASK = 0x100; // Particle flag that makes particles full-bright and unaffected by global lighting (sunlight).integer PSYS_PART_FOLLOW_SRC_MASK = 0x10; // Particle flag causing particle positions to remain relative to the position and movement of the emitter.integer PSYS_PART_FOLLOW_VELOCITY_MASK = 0x20; // Particle flag causing particles to rotate and orient their vertical 'top' toward their direction of movement or emission.integer PSYS_PART_INTERP_COLOR_MASK = 0x1; // Particle flag causing the particle's color and alpha to smoothly interpolate from their START values to their END values over its lifetime.integer PSYS_PART_INTERP_SCALE_MASK = 0x2; // Particle flag causing the particle's size/scale to transition from its START setting to its END setting over its lifetime.integer PSYS_PART_RIBBON_MASK = 0x400; // Particle flag that joins emitted particles into a continuous ribbon strip.integer PSYS_PART_TARGET_LINEAR_MASK = 0x80; // Particle flag causing emitted particles to move in a straight, evenly-spaced line toward the PSYS_SRC_TARGET_KEY target.integer PSYS_PART_TARGET_POS_MASK = 0x40; // Particle flag causing emitted particles to change course and travel toward the target specified by PSYS_SRC_TARGET_KEY during their lifetime.integer PSYS_PART_WIND_MASK = 0x8; // Particle flag that applies wind as a secondary force on the particles, damping their velocity toward the wind velocity.
Constants
| Constant | Type | Value | Description |
|---|---|---|---|
PSYS_PART_BOUNCE_MASK | integer | 0x4 | Particle flag causing particles to bounce off a plane at the emitter object's Z height. |
PSYS_PART_EMISSIVE_MASK | integer | 0x100 | Particle flag that makes particles full-bright and unaffected by global lighting (sunlight). Otherwise, particles are lit by current global lighting or local point lights. |
PSYS_PART_FOLLOW_SRC_MASK | integer | 0x10 | Particle flag causing particle positions to remain relative to the position and movement of the emitter. Enabling this flag disables the PSYS_SRC_BURST_RADIUS rule. |
PSYS_PART_FOLLOW_VELOCITY_MASK | integer | 0x20 | Particle flag causing particles to rotate and orient their vertical 'top' toward their direction of movement or emission. Otherwise, they remain vertically oriented with the top of the texture facing up. |
PSYS_PART_INTERP_COLOR_MASK | integer | 0x1 | Particle flag causing the particle's color and alpha to smoothly interpolate from their START values to their END values over its lifetime. |
PSYS_PART_INTERP_SCALE_MASK | integer | 0x2 | Particle flag causing the particle's size/scale to transition from its START setting to its END setting over its lifetime. |
PSYS_PART_RIBBON_MASK | integer | 0x400 | Particle flag that joins emitted particles into a continuous ribbon strip. Textures stretch to join adjacent edges. Width is controlled by the 'x' start/end scale; 'y' controls maximum visibility distance. Ribbon segments are not camera-facing, mimic the emitter's Z-axis, and require horizontal movement to render. |
PSYS_PART_TARGET_LINEAR_MASK | integer | 0x80 | Particle flag causing emitted particles to move in a straight, evenly-spaced line toward the PSYS_SRC_TARGET_KEY target. Ignores non-DROP patterns, radius, burst speeds, angles, omega, acceleration, and wind. Combining with bounce while target is below emitter deflects particles upward. |
PSYS_PART_TARGET_POS_MASK | integer | 0x40 | Particle flag causing emitted particles to change course and travel toward the target specified by PSYS_SRC_TARGET_KEY during their lifetime. If no valid or reachable target is set, particles target the emitting prim itself. |
PSYS_PART_WIND_MASK | integer | 0x8 | Particle flag that applies wind as a secondary force on the particles, damping their velocity toward the wind velocity. |