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in the effect. \nFor the Debris smoke and fire trails, the sub-emitters use
a new emission mode: \u2018Rate Over Distance\u2019. \nThe smoke uses a custom
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- title: Plasma Explosion
description: "The lightning particle effect is achieved by adding strong high
frequency noise to particles and giving them trail renderers. A separate particle
system controls the light which illuminates the smoke and environment. \nThere
also is a shock wave particle using a mesh for the expanding sphere which helps
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giving a more pleasing trail of flames leaving the emission point while it is
moving."
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At the same time as the ripple a small impact splash is created which uses a
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water. The splash at the bottom uses a horizontal billboard that expands over
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particle systems to simulate the water mist and spray which would be churned
up where the waterfall hits the water surface below.
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impacting and penetrating a metal plate."
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bullet impact. \nThe stream is made by emitting many particles close together
so it looks like they are connected, it uses the noise module to give the stream
some waviness."
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description: "This is using Particles collisions script callback to simulate a
water stream extinguishing a burning object.\r\nShoot the ball to create a water
stream. If it touches the burning plank it will extinguish it."
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\r\nThe particles are emitted using rate over distance, this spawns a number
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