njord Posted November 15, 2011 Posted November 15, 2011 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 Thanks. Quote
Von04 Posted November 23, 2011 Posted November 23, 2011 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; Quote 3d world studio. 3ds Max 8. GTX 260. Visual Studio 2010. Dual Core 2.6 Mhz processor.
njord Posted November 28, 2011 Author Posted November 28, 2011 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 Quote
njord Posted November 28, 2011 Author Posted November 28, 2011 I tried it now, modifiying particles.vert to my needs solves my problem. Thanks! =) Quote
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