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VfxBeamDefinitionData

Inheritance 1 ancestor · 2 siblings

Class Documentation

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The settings of a beam primitive, held by its mBeam. The two beam primitives read it differently:

Both read the endpoint offsets and the color-by-distance pair.

Properties

mAnimatedColorWithDistance

Embed<ValueColor> = { "constantValue": [1, 1, 1, 1], "dynamics": null }
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The color applied by mIsColorBindedWithDistance. Its dynamics are sampled at the beam's length in world units, not at a normalized time, so the curve's keys are distances such as 500 or 1200. Unused while mIsColorBindedWithDistance is unset.

mBirthTilingSize

Embed<ValueVector3> = { "constantValue": [0, 0, 0], "dynamics": null }
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Texture tiling, evaluated once per particle when it spawns. Only x and y are used. On a VfxPrimitiveBeam, x is the width in world units that one texture repeat covers across the beam, and y the length it covers along the beam. A component of 0 or below gives exactly one repeat on that axis. How the camera segment beam uses it is not yet identified.

mIsColorBindedWithDistance

Bool = false
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Colors the beam by its length. When set, every particle's color is multiplied by mAnimatedColorWithDistance, evaluated at the world distance between the two endpoints. The result is one color for the whole beam, not a gradient along it, and it changes as the beam stretches and shrinks.

mLocalSpaceSourceOffset

Vec3 = [0, 0, 0]
Removed in 16.8
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mLocalSpaceTargetOffset

Vec3 = [0, 0, 0]
Removed in 16.8
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mMode

U8 = 0
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Which way the width of a VfxPrimitiveBeam points.

Value Behavior
0 Camera-facing. The width is perpendicular to the beam and to the view from the source, so the beam is always seen face-on at its full width.
1 Flat. The width starts horizontal and perpendicular to the beam. For a particle with no rotation, a horizontal beam lies flat on the ground plane at its full width.

In mode 1 the width vector is then transformed by the particle's local matrix - its rotation and its offset from the emitter both apply - and used without normalizing it. So a beam narrows as it tilts toward vertical, by the length of its horizontal part, and has no width at all when exactly vertical, and a particle that moves away from its emitter shifts the width direction.

mSegments

I32 = 0
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Number of ribs of a VfxPrimitiveCameraSegmentBeam, and so the maximum number of particles its emitter holds. It is scaled by an engine quality factor before use. 0 or 1 draws nothing, since a strip needs at least two ribs.

mTrailMode

U8 = 0
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Not read by either beam primitive. Setting it has no known effect.

Referenced by 2 classes · 2 properties