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ParticleSystem.NoiseModule.octaveCount

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public var octaveCount: int;
public int octaveCount;

Description

Layers of noise that combine to produce final noise.

Please note that adding octaves will substantially decrease performance.

#pragma strict
private var ps: ParticleSystem;
public var hSliderValueOctaves: float = 1.0f;
public var hSliderValueOctaveMultiplier: float = 0.5f;
public var hSliderValueOctaveScale: float = 2.0f;
function Start() {
	ps = GetComponent.<ParticleSystem>();
	var noise: var = ps.noise;
	noise.enabled = true;
	// Set color by speed, to demonstrate the effects of the Noise Module
	var colorBySpeed: var = ps.colorBySpeed;
	colorBySpeed.enabled = true;
	var gradient: Gradient = new Gradient();
	gradient.SetKeys([new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f)], [new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f)]);
	colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient);
	colorBySpeed.range = new Vector2(3.0f, 7.0f);
}
function Update() {
	var noise: var = ps.noise;
	noise.octaveCount = inthSliderValueOctaves;
	noise.octaveMultiplier = hSliderValueOctaveMultiplier;
	noise.octaveScale = hSliderValueOctaveScale;
}
function OnGUI() {
	GUI.Label(new Rect(25, 40, 100, 30), "Octave Count");
	GUI.Label(new Rect(25, 80, 100, 30), "Octave Multiplier");
	GUI.Label(new Rect(25, 120, 100, 30), "Octave Scale");
	hSliderValueOctaves = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueOctaves, 1.0f, 4.0f);
	hSliderValueOctaveMultiplier = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueOctaveMultiplier, 0.0f, 1.0f);
	hSliderValueOctaveScale = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueOctaveScale, 1.0f, 4.0f);
}
using UnityEngine;
using System.Collections;

public class ExampleClass : MonoBehaviour { private ParticleSystem ps; public float hSliderValueOctaves = 1.0f; public float hSliderValueOctaveMultiplier = 0.5f; public float hSliderValueOctaveScale = 2.0f;

void Start() { ps = GetComponent<ParticleSystem>();

var noise = ps.noise; noise.enabled = true;

// Set color by speed, to demonstrate the effects of the Noise Module var colorBySpeed = ps.colorBySpeed; colorBySpeed.enabled = true;

Gradient gradient = new Gradient(); gradient.SetKeys( new GradientColorKey[] { new GradientColorKey(Color.green, 0.0f), new GradientColorKey(Color.red, 1.0f) }, new GradientAlphaKey[] { new GradientAlphaKey(1.0f, 0.0f), new GradientAlphaKey(1.0f, 1.0f) } );

colorBySpeed.color = new ParticleSystem.MinMaxGradient(gradient); colorBySpeed.range = new Vector2(3.0f, 7.0f); }

void Update() { var noise = ps.noise; noise.octaveCount = (int)hSliderValueOctaves; noise.octaveMultiplier = hSliderValueOctaveMultiplier; noise.octaveScale = hSliderValueOctaveScale; }

void OnGUI() { GUI.Label(new Rect(25, 40, 100, 30), "Octave Count"); GUI.Label(new Rect(25, 80, 100, 30), "Octave Multiplier"); GUI.Label(new Rect(25, 120, 100, 30), "Octave Scale");

hSliderValueOctaves = GUI.HorizontalSlider(new Rect(135, 45, 100, 30), hSliderValueOctaves, 1.0f, 4.0f); hSliderValueOctaveMultiplier = GUI.HorizontalSlider(new Rect(135, 85, 100, 30), hSliderValueOctaveMultiplier, 0.0f, 1.0f); hSliderValueOctaveScale = GUI.HorizontalSlider(new Rect(135, 125, 100, 30), hSliderValueOctaveScale, 1.0f, 4.0f); } }

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