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P3D v4 Effects / Debris / Bounce / Rotation

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france
Hello everyone

Compared to other fields of scenery creation, there is a huge lack of info/tutorials on special effects.

I am trying to create an explosion effect and use debris to spread all around. I have a smalll stone as a library object taht I will use for my debris.

I'm using VisualFX Tool rom the P3D4 SDK.

I tried to use the bounce and rotation parameters for teh object (not for the emitter) and this has no effect. VisualFX does not even save those parameters when I save teh effects (they are back to 0 when I reload teh effect). The SDK documentation does not say that these parameters are useless, it even provides for a detail explanation on how to use these. I tried to edit the fx file directly, with bounce=1.0, compile a bgl and launch PD3. The effect shows up well, but there is no bouncing at all.

Is there something I'm missing ?

On another matter, how to create a light that shows up instantly and fades overtime ? My attempts were not very positive. The light is blinking (?) in the end....

If anyone knows of a good effects library or tutorial, I'm really intererested. For me effects are really poorly documented, which is stange because iyt's quite a powerful tool to liven up the seceneries.

Thanks

Greg
 
Hi Greg:

You may wish to study the default "Fireworks" (there are several different ones), "Oil Rig Explosion", and in Aircraft.Cfg files study the mapped Groundroll "Dirt" (displayed behind user aircraft wheels on non-paved surfaces) Effect *.Fx files for some example coding.

Hope this helps you make more progress. :-)

GaryGB
 
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Afraid Gary's right on this one, you're much better off to start with something similar and work backwards from there. I do not believe effects emit library objects, I've not found any documentation on that capacity. Here's the Special Effects section from one of the P3D SDKs. You'd get good results working with the Kilauea Eruption effect, imo, it has clods of lava that blop out and persist for some time.

The thing to remember is that effects are programmed like a flame, they rise at a certain rate, based on a temperature value and then cool and fall again, if you've programmed them to do so. Ultimately, the constraints on the effects engine, so it could mainly represent smoke, require such time and patience, to achieve a desired "effect," other techniques to modify the render, like SODE, or SimConnect, become more appealing. They're still fun, though.
 
I do not believe effects emit library objects ...

Yes, it is possible. By adding a section in the FX-file:

[ParticleAttributes.0]
GUID={5b6fe36c-bc11-46e2-9207-97b1812bd5ad}

So it is also documented in the SDK and in the Effects folder of the P3D is an example file with the name fx_object_test.fx. If you want to emit your own lib-object, just change the GUID :)
 
Indeed, the Special Effects features are relatively "under-documented" (especially in earlier versions of FS); ACES once sheepishly admitted this.

IIRC, the FS2002 and FS2004 mapped Effect *.Fx for Groundroll "Dirt" (displayed behind user aircraft wheels on non-paved surfaces) actually threw 'dirt clods', and some one at AussieX (R.I.P. ?) had posted a fix for that in the form of a dust-type Effect that could be substituted instead via Aircraft.Cfg.


Another Effect from FS2002 / FS2004 that I have not seen used in a while is tire streaks on the RWY surface that, IIRC. occurred on harder landings. :idea:

At this late hour here in Chicago area I don't recall that Effect *.Fx file name, but the interesting aspect of that Effect was that after triggered, it lasted for a significant duration (perhaps even for the duration of all one's subsequent landing at that RWY in the current flight session ?). :yikes:

Definitely something I'm going to have to refresh my memory about, as AFAIK, it still works in FSX. :)

GaryGB
 
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Many thanks guys. I really value your input here. Totally agree that it's easier to work on an existing effect, understand how it works and deploy from there.

One comment though : oilrigexpolosion and fireworks are only about particles, which I have a fair knowledge of now.

My question is really about light and debris (yes, debris are library objects)... Do you know of any effect using this? I'll look for the object test fx as suggested but not sure I have this one in my folder. Same for the volcano eruption (does that come with an add-on). If you can pass on CFS2 CFS3 effects as well, that would be kind of you... Looking for many examples of debris and lights to try and learn...

I came to this as I was looking for a way to improve the wave effects on regions where coasts have big breaking waves. Default FS/P3D effects are cheap there

Thanks for continuing the debate
 
Correction : I have the object fx in my folder. Just tried it with the FX tool. As suspected, the pitch bank heading and the bounce parameters have no impact on how the objects appears (I can only see the lady's back) and react when hitting ground (no reaction indeed). I'm lost since the SDK (which I read extensively) list those parameters as active for the debris. For this parts, my goal is to develop an effect that would throw stones in the air (with different pitch bank and heading so that it does not come out too repetitive) and make them bounce (slightly) when they hit the ground.
 
... and make them bounce (slightly) when they hit the ground.

You could try to add a bounce parameter to the FX file as well:

[ParticleAttributes.0]
GUID={5b6fe36c-bc11-46e2-9207-97b1812bd5ad}
Bounce=1
 
Thanks Christian. I did try this by manually editing the fx file since the fxtool would not consider any modification of this parameter.

There is no visible bouncing though. I am much surprised once again, as the SDK clearly state these parameters as available for this type of effect.

Any guess? Do you see any bouncing on your side?

Thanks
 
Nope, with me there is no bouncing. Although I had included the bounce parameter in all sections as a test.
 
Indeed, we all learn from testing hypotheses in a situation such as this, where ACES was reticent to extensively document the Special Effects SDK, and we must 'reverse engineer' existing examples.

I sometimes tend to suspect that that ACES used 1 or more proprietary utilities NOT included in the SDK we all got, to convert source code into more complex results such as ex: the Fireworks Effect *.Fx files.

Based on the way ACES still ended up rendering the 'bounced objects' in those Fireworks *.Fx files as 2D Sprites or Particles to avoid a hit on rendering performance via 'bounce' of actual 3D objects, we might infer as a initial hypothesis to test, that the only 3D objects rendered via the Special Effects sub-system which will 'bounce' are ...SimObjects.

Perhaps we may otherwise need to emulate 'bounce' via an "appearance from a more likely user aircraft viewing distance" ...using 2D Sprites or Particles as is done in the above cited FS "Fireworks" examples. :scratchch

GaryGB
 
Gary that's a very interesting idea. I will test bouncing with simobjects when I'm back home. I think it's not that complicated to transform a library object in simobject I guess, right? I'm not sure where to find the GUID for a simobject though... Any idea on that?
 
OK, just a quick update here.

1/ I have been able to throw up an object in the air (I use an object from Orbx libraries here) make it rotate pitch/bank/heading but no success with the bounce effect (I tried in two different ways regarding the simulation of gravity a/ with the drag parameter, with a negative number and b/ with the temperature parameter, with a negative number. No success in either case

[Library Effect]
Lifetime=5
Version=2.00
Radius=1000
Priority=0

[Properties]
Spot=1
Tower=1

[Emitter.0]
Lifetime=0.00, 0.00
Delay=0.00, 0.00
Bounce=0.00
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=-2, 2
Y Particle Velocity=10, 15
Z Particle Velocity=-2, 2
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00

[Particle.0]
Lifetime=10, 15
Type=22
X Scale=1.00, 1.00
Y Scale=1.00, 1.00
Z Scale=1.00, 1.00
X Scale Rate=0, 0
Y Scale Rate=0, 0
Z Scale Rate=0, 0
Drag=0, 0
Color Rate=0.30, 0.60
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0, 0
Fade Out=0.60, 0.60
Rotation Pitch=-180, 180
Rotation Bank=-180, 180
Rotation Heading=-180, 180
Face=0,0,0

[ParticleAttributes.0]
GUID={cad71648-78f5-4915-9a7b-7a8be135b7a9}
Bounce=1.00
Jitter Distance=0.00
Jitter Time=0.00
TempK=108.00
TempRate=-0.10


2/ I have been able to use library object but sim object do not work (I used the GUID of the current aircraft in the scenario)

3/ I'm not making any progress on the fading light - It's still blinking while it's fading out (I do one emission only from the emitter, with the light "particle" having a longer life).

..... Keep going
 
I know the bounce parameter works, because I have used it to create effects. I only just glanced over your effect, tired after work, so I apologize if you've already covered this, but I strongly recommend you attenuate your bounce parameter in tenths, or even hundredths, it looks like you are trying entire units, as in zero, one, or possibly two. My values are always less than one and sometimes as small as .05, or even smaller.
 
Thanks RK

I know Bounce at 1.00 is unrealistic (it would mean no energy would be loast at ground hiting) but I used it to "see" the bounce if it ever happened. I could then refine that.

The bounce effect works perfect for particles. I've tried it. But I can't manage to make it work for debris. If you have an effect example with bouncing debris that you could send, I'm very much interested.

Thanks
 
Hello Robystar

That would ba my fallback solution. Particules are 2D though whereas debris are 3D. Not so stunning visual effect.
 
Robystar, I think that if u use face=1,1,1 then you will not have any rotation at all.

The code I use to have rotating debris (buut no bounce so far) is (please disregard code provided before):

[Library Effect]
Lifetime=5
Version=2.00
Radius=1000
Priority=0

[Properties]
Cockpit=1
VirtualCockpit=1
Spot=1
Tower=1
Map=1

[Emitter.0]
Lifetime=0.00, 0.00
Delay=0.00, 0.00
Bounce=0.00
Rate=1.00, 1.00
X Emitter Velocity=0.00, 0.00
Y Emitter Velocity=0.00, 0.00
Z Emitter Velocity=0.00, 0.00
Drag=0.00, 0.00
X Particle Velocity=-2, 2
Y Particle Velocity=15, 15
Z Particle Velocity=-2, 2
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00

[Particle.0]
Lifetime=10, 10
Type=22
X Scale=1, 1
Y Scale=1, 1
Z Scale=1, 1
X Scale Rate=-0.1, -0.1
Y Scale Rate=-0.1, -0.1
Z Scale Rate=-0.1, -0.1
Drag=0,0
Color Rate=0, 0
X Offset=0.00, 0.00
Y Offset=0.00, 0.00
Z Offset=0.00, 0.00
Fade In=0, 0
Fade Out=0.2, 0.2
Rotation Pitch=-180, 180
Rotation Bank=-180, 180
Rotation Heading=-180, 180
Face=0, 0, 0

[ParticleAttributes.0]
Bounce=0.80
Jitter Distance=0.00
Jitter Time=0.00
TempK=108.5
TempRate=-0.10
X Scale Goal=0.00
Y Scale Goal=0.00
Z Scale Goal=0.00
GUID={51377637-f891-4a56-b326-fc4c3a0ec415}


For whatever reason, if you don't include the Properties section, you don't have any rotation effect.

Still investigating for the bounce effect ....

VFXTool from SDK is total crap. I don't know if FXEditor from Scenerydesign.org is still under development, but it could prove to be a mcuh better tool...

Any input welcome to find out how to make that bounce !!

Thanks
 
Ok, this is really out of my ken, since I haven't even tried Christian's excellent code, but speaking hypothetically; if you are able to evoke library objects, as effect components, would it not be just as easy to add an ambient animation to the library object, to circumvent this bounce limitation? Conceivably, you could have a single run, non repeating animation of the object in a decaying oscillation, that eventually came to rest and endured for the duration of the effect parameter.

Actually, that is one of the issues of the Kilauea Eruption and I was mistaken about it being an effect, it is a library object and it is FSX:SE default. When testing library objects with something like InstantScenery3, the effects attached to this object won't reset. If you choose to invoke it, even while panning through that library category, it remains continuously at that location for the duration of the simulator session. It's actually very distracting. Might warrant an investigation..
 
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