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Blade3D
 


Components




Stock Particle Effects

Standard particle effects such as fire, smoke, missile and vortex are now available with a single click. These effects are highly customizable and can be adapted to suit. New features include, multiple emitter types, soft particle rendering, and activation via trigger volumes.


Mesh Emitter

You can now spawn particles along the surface of a model. This allows you to quickly get powerful effects. For example, you can set a mesh on fire with just a couple of mouse clicks.




Model Based Particles

As well as billboards, models can be emitted as particles.
Import a model.
Create a particle system.
Add the model rendering component.
Link the renderer to the model.

Lens Shaders

Post-processing filters can be applied to any camera in the scene. These effects can be chained together using a compound lens shader. Blade3D comes with many industry standard effects, such as Bloom, multiple types of Blur and many more.


Lighting

Blade3D supports many light types, including common types such as point, directional, and spot. Blade3D lights can be positioned like any objects with the powerful scene tools. You can quickly adjust the lighting parameters such as intensity, color and falloff to get the look you want. Lights can quickyly toggle casting shadows, while objects have further control for shadow casting or receiving.


Atmospheric Lighting

As well as the traditional lighting types, Blade3D also supports an atmospheric light. This simulates lighting received from the Sun with atmospheric scattering. This light is added just like any other type of light. Paramaters are available to control properties such as the dusk and dawn color, the length of the day/night cycle and more. The atmospheric light is totally integrated with the other light types, so everything in the scene takes on a more uniform look as the daylight changes.


Shadows

The shadowing system in Blade3D supports dynamic shadows using Parallel Split Shadow Maps (PSSM, also known as Cascaded Shadow Maps). The rendering engine uses one set of shadow maps for all lights, and accumulates shadows for those lights which are then applied as a post-process after rendering the scene. This reduces memory requirements considerably.
There are numerous properties to adjust the look of your shadows, including filtering type, post-process soft edge, tint, and more.


 
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