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Add cone emitter to particles #6761
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Should particles be emitted on the cone surface or within the cone volume? |
I suppose, both? I was thinking of the cone volume but both works |
I'm thinking maybe it's enough to add a property to the ring emitter for this |
Sounds good 🙂 If the ring's top and bottom radius can be changed separately, then you can have a cone (top/bottom radius = 0.0) or anything in between. This would also allow choosing between whether the surface or volume should be used by adjusting the inner ring radius. |
CylinderMesh makes it so setting one of its caps to 0 radius turns it into a cone. For customization's sake and also for consistency, we probably want to implement cones the same way for particles. |
Describe the project you are working on
VFX
Describe the problem or limitation you are having in your project
There is no way to spawn particles in a cone
Describe the feature / enhancement and how it helps to overcome the problem or limitation
Add a cone emitter with properties for angle of the cone, length of the cone, flatness of the cone (imagine projecting the cone on a plane).
Describe how your proposal will work, with code, pseudo-code, mock-ups, and/or diagrams
See above
If this enhancement will not be used often, can it be worked around with a few lines of script?
Yes, I can script my own emitters. But using custom particle shaders has documented hassle (#6661)
Is there a reason why this should be core and not an add-on in the asset library?
See #6661
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