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EasyParticles/Particles in general>distance render #77710
06/14/06 11:22
06/14/06 11:22
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Joined: Jun 2005
Posts: 4,875
hi all, especially TripleX,

i wanted to create exhaust fumes for my space ship in the wonderful EP3.
lokks good and everything works fine, i just get problems when i move he camera a bit away from the model. the exhaust gets cut off or kinda. look here:


close view, normal, bright green, fading out atr the end



distance, cut off, no fading at all...


every help is appreciated.

Re: EasyParticles/Particles in general>distance render [Re: broozar] #77711
06/15/06 12:58
06/15/06 12:58
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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Joined: Sep 2003
Posts: 4,959
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seems like clipping

adjust your view clipping settings like clip_far and clip_particles

Re: EasyParticles/Particles in general>distance re [Re: Grimber] #77712
06/16/06 13:39
06/16/06 13:39
Joined: Jun 2005
Posts: 4,875
broozar Offline OP
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broozar  Offline OP
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Joined: Jun 2005
Posts: 4,875
hmm, a high clip_far value reduced the effect a lil, nevertheless it still exists. but it is hard to reproduce it... it apperars mainly after a camera pan. i am trying to record this phenomenon with fraps and post again.

Re: EasyParticles/Particles in general>distance re [Re: broozar] #77713
06/16/06 16:17
06/16/06 16:17
Joined: Sep 2003
Posts: 4,959
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Grimber Offline
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Grimber  Offline
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when you deal with a faiding partical and rotateing the view around it it happens that the faid part gets to be obsucured.

afterall its just a series of sprites and the angle which you view them will deterime which partical sprites are viewed over the rest

just image the lines below are your effect each one a generated partical
(as if a birds eye view)

| | | | | | |

now imagine rotating the view around them
Quote:


C



C | | | | | | | | C



C





C being the camera looking at the partials
if the above eample was your effect pictured above and the far left | was the last faided partical visible then as we rotate the camera to the far right C the far right | 's will obscure the far left ones


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