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Shaders on PArticles?
#415200
01/14/13 22:02
01/14/13 22:02
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
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Ok, for an obvious reason, i did something wrong.
I assigned a material to my particle. The material includes a shader which just outputs a single collor. But for some reason, this shader is ignored. The particles still appears normal(as with or without bmap and predefined colors)
Anyone an idea?
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Shaders on PArticles?
[Re: Superku]
#415204
01/14/13 22:39
01/14/13 22:39
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
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Ok, thats exactly what i want. How do i render them for postprocessing? Creating a second view which just renders particles(and uses a material for all rendered elements on this scene)?
Iam a bit slow tonight :|
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Shaders on PArticles?
[Re: Superku]
#415221
01/15/13 09:18
01/15/13 09:18
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
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ou thats a problem. I need to render particles as sphere point sprites to a depthtexture for "Smoothed Particle Hydrodynamics". In works like this: - Render particles to depthmap as sphere point sprites - Smooth depthtexture - Calculate Normals from Depth - Render Gouradshaded(skipping densitity texture here, as this is the first simple goal i want to archieve) This Document highlights these single steps: https://developer.nvidia.com/content/fluid-simulation-alice-madness-returnsBut sprites are much much slower (or am i mmissing something?)
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Shaders on PArticles?
[Re: Rackscha]
#415243
01/15/13 15:15
01/15/13 15:15
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
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One additional question: why does the PARTICLE struct contain a material property, if the material is unused?
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: Shaders on PArticles?
[Re: Superku]
#415254
01/15/13 20:16
01/15/13 20:16
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
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@Superku: I dont think i can limit the PhysX Fluidsystem to 2 axes. So it always expands to 3D. And when i use particles, i dont have a Depthvalue per pixel(spherical), which removes the option to render it as volume
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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