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Wind

Standard Elements · Volume 2

Pale curling loops form a wind-like contact and loosen into trailing particles.

Use: Primary wind attack contacts.

Top: Original · Fine / smooth. Bottom: Chunky / step 3 · Bold / step 6. Matched preset framing at 60 FPS; select Play to compare.
  • Asset: NS_VX_Hit_Wind
  • Shipped path: /Game/VoxelHitPack_Vol02/Systems/VoxelHits/NS_VX_Hit_Wind
  • Presentation: Original system with three additional parameter presets.

Values below are extracted from the shipped system. Colors use linear RGBA; vector components are shown explicitly. Restart after editing, particularly counts and seed values.

Parameter Type Shipped default Hard limits Behavior and dependencies
User.AnimationFrameStep Int 1 1–12 1 = smooth. 2-12 = hold each pose for N reference frames at 60 Hz. 3 = 20 poses/sec; 6 = 10. Lifetime is unchanged.
User.BurstCount Int 20 ≥ 0 Number of outward shards per hit.
User.BurstRotationVariation Float 25 0–180 Maximum random yaw of the particle burst, degrees. Enabled when User.Randomize = true.
User.Color Linear RGBA {“r”:0.3,“g”:1,“b”:0.7,“a”:1} No exposed bound Main color of the hit.
User.DustCount Int 25 ≥ 0 Number of small glowing ember dots that float upward.
User.Gravity Float 1 No exposed bound Gravity multiplier for the main sparks.
User.Intensity Float 1.3 ≥ 0 Emissive brightness multiplier.
User.MoteCount Int 35 ≥ 0 Number of little voxels that float up and dissolve.
User.MoteDriftX Float 140 No exposed bound Sideways drift speed of floating voxels along X. Requires MoteCount > 0.
User.MoteDriftY Float 40 No exposed bound Sideways drift speed of floating voxels along Y. Requires MoteCount > 0.
User.MoteGridSize Float 3 ≥ 0 Snaps floating voxel positions to a world grid of this size in units (e.g. 4 = voxel-grid jumps). 0 = no snapping. Requires MoteCount > 0.
User.MoteLifetime Float 1 No exposed bound Lifetime multiplier of the floating voxels. Requires MoteCount > 0.
User.MoteRise Float 30 No exposed bound Upward acceleration of floating voxels (negative = sink). Requires MoteCount > 0.
User.MoteStepRate Float 12 No exposed bound Choppy/stop-motion movement of the floating voxels: position updates per second (e.g. 8 = mechanical steps). 0 = smooth. Requires MoteCount > 0.
User.RandomizationStrength Float 1 0–1 Master variation strength, clamped 0..1; 0 preserves authored appearance. Enabled when User.Randomize = true.
User.Randomize Bool true No exposed bound Enable extra voxel variation. Restart after changing seed or toggle.
User.RandomSeed Int 0 No exposed bound 0 chooses a fresh variation each activation; nonzero repeats a chosen variation. Restart after editing.
User.SecondaryColor Linear RGBA {“r”:0.9,“g”:1,“b”:0.95,“a”:1} No exposed bound Hot core / highlight color blended into the voxel centers.
User.ShardGravity Float 0 No exposed bound Gravity multiplier for shards and accent bits.
User.Size Float 1 ≥ 0 Uniform size multiplier for all sprites.
User.SparkCount Int 40 ≥ 0 Number of main sparks spawned per hit.
User.Speed Float 1 No exposed bound Multiplier for the initial velocity of sparks and embers.
User.SpreadVariation Float 0.18 0–0.9 Maximum fractional variation in particle distance from the origin. Enabled when User.Randomize = true.
User.VoxelSizeVariation Float 0.3 0–0.9 Maximum fractional size variation, clamped 0..0.9. Enabled when User.Randomize = true.

No exposed bound means no bound was recorded in the asset metadata; it is not a recommended operating range. Begin with the shipped values. See units and editing, stepping, and layer lifetime caps.

These are four instances of this system. Unlisted controls inherit their asset defaults. All three additional presets are parameter variations, not additional system assets.

Parameter Original Fine / smooth Chunky / step 3 Bold / step 6
RandomSeed 41 41 41 41
AnimationFrameStep 1 1 3 6
Size 1 0.65 1.6 1.15
Speed Inherited 1.1 0.8 1.3
Intensity Inherited 1.105 1.3 1.456

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