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Shaders on PArticles? #415200
01/14/13 22:02
01/14/13 22:02
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Joined: Dec 2008
Posts: 1,218
Germany
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?


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Re: Shaders on PArticles? [Re: Rackscha] #415202
01/14/13 22:16
01/14/13 22:16
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Posts: 6,861
Kiel (Germany)
AFAIK only decals support shaders.
You can render the particles for postprocessing effects, though.


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Re: Shaders on PArticles? [Re: Superku] #415204
01/14/13 22:39
01/14/13 22:39
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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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 :|


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Re: Shaders on PArticles? [Re: Rackscha] #415208
01/14/13 23:52
01/14/13 23:52
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Kiel (Germany)
Well you want to use that for your water particles, right? Shaders on particles simply do not work, you would need to use sprites instead. However, you can render only the particles in a second view, use the result as a mask, calculate contours and the like (if necessary) and apply your water effect on the scene/ appropriate parts of the mask.


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Shaders on PArticles? [Re: Superku] #415221
01/15/13 09:18
01/15/13 09:18
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Posts: 1,218
Germany
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-returns

But sprites are much much slower frown (or am i mmissing something?)


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Re: Shaders on PArticles? [Re: Rackscha] #415243
01/15/13 15:15
01/15/13 15:15
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Joined: Dec 2008
Posts: 1,218
Germany
One additional question: why does the PARTICLE struct contain a material property, if the material is unused?


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Re: Shaders on PArticles? [Re: Rackscha] #415252
01/15/13 19:50
01/15/13 19:50
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Decals and regular particles share the same struct, that's why there is a material and an angle attribute.
I suggest you try to create a 2D simulation first (no depth required), using sprites (unlit, passable) or a more rough approach using particles.
Good luck!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Shaders on PArticles? [Re: Superku] #415254
01/15/13 20:16
01/15/13 20:16
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline OP
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Rackscha  Offline OP
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Joined: Dec 2008
Posts: 1,218
Germany
@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 frown


MY Website with news of my projects:
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Muliplayer Bomberman,
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and TileMaster, an easy to use Tile editor)
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Re: Shaders on PArticles? [Re: Rackscha] #415256
01/15/13 20:28
01/15/13 20:28
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
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rojart  Offline
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Posts: 900
Lgh
Hi Rackscha!
If you need something like this, PN me.



Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

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