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Difference between revisions of "UE3:ParticleModuleBeamNoise (UT3)"

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The tension to apply to the tessellated noise line.
 
The tension to apply to the tessellated noise line.
 +
 +
'''Default value:''' 0.5
  
 
====NoiseTessellation====
 
====NoiseTessellation====

Latest revision as of 07:40, 23 May 2008

UT3 Object >> ParticleModule >> ParticleModuleBeamBase >> ParticleModuleBeamNoise
Package: 
Engine
This class in other games:
UDK

ParticleModuleBeamNoise

This module implements noise for a beam emitter.

Copyright 1998-2007 Epic Games, Inc. All Rights Reserved.

Properties[edit]

Property group 'LowFreq'[edit]

bApplyNoiseScale[edit]

Type: bool

If TRUE, apply the noise scale to the beam.

bLowFreq_Enabled[edit]

Type: bool

Is low frequency noise enabled

bNRScaleEmitterTime[edit]

Type: bool

If TRUE, the NoiseRangeScale will be grabbed based on the emitter time. If FALSE, the NoiseRangeScale will be grabbed based on the particle time.

bOscillate[edit]

Type: bool

Whether the noise points should be oscillate

bSmooth[edit]

Type: bool

Whether the noise movement should be smooth or 'jerky'

bTargetNoise[edit]

Type: bool

Whether to apply noise to the target point (or end of line in distance mode...) If TRUE, the beam could potentially 'leave' the target...

bUseNoiseTangents[edit]

Type: bool

The

Frequency[edit]

Type: int

The frequency of noise points

Frequency_LowRange[edit]

Type: int

If not 0, then the frequency will select a random value in the range [Frequency_LowRange..Frequency]

FrequencyDistance[edit]

Type: float

The distance at which to deposit noise points. If 0.0, then use the static frequency value. If not, distribute noise points at the given distance, up to the static Frequency value. At that point, evenly distribute them along the beam.

NoiseLockRadius[edit]

Type: float

Default target-point information to use if the beam method is endpoint

Default value: 1.0

NoiseLockTime[edit]

Type: float

How long the noise points should be locked - 0.0 indicates forever

NoiseRange[edit]

Type: DistributionVector.RawDistributionVector

The noise point ranges

Default value:

Member Value
Distribution DistributionNoiseRange
LookupTable
  1. 50.0
  2. 50.0
  3. 50.0
  4. 50.0
  5. 50.0
  6. 50.0
  7. 50.0
  8. 50.0
LookupTableChunkSize 3
LookupTableNumElements 1
Op 1

NoiseRangeScale[edit]

Type: DistributionFloat.RawDistributionFloat

A scale factor that will be applied to the noise range.

Default value:

Member Value
Distribution DistributionNoiseRangeScale
LookupTable
  1. 1.0
  2. 1.0
  3. 1.0
  4. 1.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

NoiseScale[edit]

Type: DistributionFloat.RawDistributionFloat

The scale factor to apply to noise range. The lookup value is determined by dividing the number of noise points present by the maximum number of noise points (Frequency).

Default value:

Member Value
Distribution DistributionNoiseScale
LookupTable
  1. 0.0
  2. 0.0
  3. 0.0
  4. 0.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

NoiseSpeed[edit]

Type: DistributionVector.RawDistributionVector

The speed with which to move each noise point

Default value:

Member Value
Distribution DistributionNoiseSpeed
LookupTable
  1. 50.0
  2. 50.0
  3. 50.0
  4. 50.0
  5. 50.0
  6. 50.0
  7. 50.0
  8. 50.0
LookupTableChunkSize 3
LookupTableNumElements 1
Op 1

NoiseTangentStrength[edit]

Type: DistributionFloat.RawDistributionFloat

The

Default value:

Member Value
Distribution DistributionNoiseTangentStrength
LookupTable
  1. 250.0
  2. 250.0
  3. 250.0
  4. 250.0
LookupTableChunkSize 1
LookupTableNumElements 1
Op 1

NoiseTension[edit]

Type: float

The tension to apply to the tessellated noise line.

Default value: 0.5

NoiseTessellation[edit]

Type: int

The

Default value: 1

Internal variables[edit]

bNoiseLock[edit]

Type: bool

Modifiers: const

INTERNAL - Whether the noise points should be locked