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Updating ramp/remap docs (#1505)
Now that ramp/remap are not supported in NPE, updating the particle docs to indicate that, and updating the playgrounds to not show NPE options.
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content/features/featuresDeepDive/particles/particle_system/particleHelper.md

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| **sun** | ![sun](/img/how_to/Particles/sun.jpg) | <Playground id="#MX2Z99#172" title="Particle Sun Demo" description="Particle Sun Demo."/> |
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| **smoke** | ![smoke](/img/how_to/Particles/smoke.jpg) | <Playground id="#MX2Z99#173" title="Particle Smoke Demo" description="Particle Smoke Demo."/> |
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| **rain** | ![rain](/img/how_to/Particles/rain.jpg) | <Playground id="#MX2Z99#175" title="Particle Rain Demo" description="Particle Rain Demo."/> |
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| **fire** | ![fire](/img/how_to/Particles/fire.jpg) | <Playground id="#MX2Z99#174" title="Particle Fire Demo" description="Particle Fire Demo."/> |
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| **fire** | ![fire](/img/how_to/Particles/fire.jpg) | <Playground id="#I2D9MM#18" title="Particle Fire Demo" description="Particle Fire Demo."/> |
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| **explosion** | ![explosion](/img/how_to/Particles/explosion.jpg) | <Playground id="#MX2Z99#177" title="Particle Explosion Demo" description="Particle Explosion Demo."/> |
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## Custom ParticleSets

content/features/featuresDeepDive/particles/particle_system/ramps_and_blends.md

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## Ramp Gradients
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> **Note:** Ramp gradients and color/alpha remaps are not supported for node particle systems.
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Ramp gradients produce a gradient color texture by assigning a color to an index between 0 and 1.
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![ramp gradient](/img/how_to/Particles/rampgrad.png)
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By default, the alpha value of the particle (built from `textureAlpha * particleColorAlpha`) is used as the index to get the ramp color from the ramp gradient using this formula: `finalColor = textureColor * particleColor * rampColor`.
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Ramp gradient: <Playground id="#0K3AQ2#3944" title="Ramp Gradient Example" description="Simple example of using ramp gradients."/>
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Ramp gradient: <Playground id="#I2D9MM#17" title="Ramp Gradient Example" description="Simple example of using ramp gradients."/>
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To give you more control, you can use a remap function to change the index over time with:
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The color remap gradients define a min and max that will vary over the particle lifetime. The index is then remapped from [min, max] to [0, 1] with this formula: `finalIndex = clamp((index - min) / (max - min), 0.0, 1.0)`.
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With remap over lifetime of particle: <Playground id="#0K3AQ2#3945" title="Ramp Gradient With Remap Over Lifetime" description="Simple example of using ramp gradients with a remap over the lifetime of the particle."/>
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With remap over lifetime of particle: <Playground id="#E3VU3R#1" title="Ramp Gradient With Remap Over Lifetime" description="Simple example of using ramp gradients with a remap over the lifetime of the particle."/>
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Ultimately, you can also remap the alpha value generated per pixel with:
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Billboard false - spherical: <Playground id="#EV0SEQ#39" title="Billboard Mode False" description="Simple example of setting billboard mode to false."/>
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Multiply blend mode - smoke pillar: <Playground id="#KUDH9F#46" title="Multiply Blend Mode" description="Simple example of setting particle blend mode to multiply."/>
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Add blend mode and billboard mode stretched - sparks (select scene, press space): <Playground id="#M1HYFH#10" title="Add Blend Mode And Stretched Billboard Mode" description="Simple example of setting particle blend mode to add and billboard mode to stretched."/>
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Ramp and blend - explosion (select scene, press space): <Playground id="#XPVJMM#3" title="Ramp and Blend" description="Simple example of a ramp and blend."/>
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Ramp and blend - explosion (select scene, press space): <Playground id="#XPVJMM#5" title="Ramp and Blend" description="Simple example of a ramp and blend."/>
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