Particle Disks

This effect draws a filled circle to represent each particle. The size of all the disks is constant and defined by the effect. The colors of the disks are defined by the particles' colors. You could, for example, texture map the particles using a 'Post Particles' shader (see the VSL manual for details). The edges of the rendered points are always faded to full transparency in order to guarantee smooth blending with the rendered image. Assigning a suitable 'Fade' channel value to the particles controls the overall transparency of the disks.

The effect is simple and quick to render when the disk size is small. Therefore it is quite suitable for representing smoke, dust, fire and other particle effects which can be defined by a large flock of particles.

The effect has the following controls:

The drawing modes are:

'Add' sums the color of each new particle to the previous result. It is a suitable mode for drawing 'glowing' particles, because many overlapping particles produce a very bright result.

'Max' uses the maximum color of the previous result and the new particle. This method also produces a relatively bright result.

'Min' mode uses the minimum color of a particle disk and the background image. Therefore, the particles darken the image.

'Mul' mode multiplies the particle and background image colors. This usually darkens the image.

'Replace' mode is the default mode. It is suitable for representing non-glowing effects such as fog, smoke or dust.

[Note] Note
Particle disk positions can be randomized using the following kind of material:
Particle displacer material
    Post particles
        Coordinates += Noise(map coords)