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Posted

Hello all,

We create a rain effect in our simulations by moving an area emitter (or a number of area emitters) on the top of the camera. Our particle dds image for rain is a vertical line like this : | . However with the LE version updated to 2.5, rain particles are rotated by a random offset each time I create an emitter , for eg : \ , / , _ instead of | .

I believe the function

void SetEmitterRotationSpeed(TEmitter emitter, flt rotationspeed)

came with the latest LE version along with particle rotation functionality.

 

Setting the rotationspeed parameter to 0 only stops particles from rotating. But particles are still generated with a random rotation (initial) offset.

 

Is there any solution to this problem? Or give me a hint to make realistic rain/snow/hail effect in LE :rolleyes:

 

Thanks.

  • 2 weeks later...
Posted

I believe you could open up the particles.vert file that is located in the shaders.pak and change:

 

float angle = rotationoffset + seed + index * 10.0 * rotationspeed;

 

to

 

float angle = 0;

3d world studio. 3ds Max 8. GTX 260. Visual Studio 2010. Dual Core 2.6 Mhz processor.

Posted

I believe you could open up the particles.vert file that is located in the shaders.pak and change:

 

float angle = rotationoffset + seed + index * 10.0 * rotationspeed;

 

to

 

float angle = 0;

 

thanks, i will try that now :mellow:

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