shadmar Posted May 26, 2013 Posted May 26, 2013 I think perhaps we should have some more blend modes. Doing a fire without additative alpha blendmodes like SRC: GL_SRC_ALPHA DST: GL_ONE Isn't possible now I think to achive particle effects like this : 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
shadmar Posted May 27, 2013 Author Posted May 27, 2013 I've tried hacking around this using gl functions glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); But I couldn't make it work, seem like material->SetBlendMode(Blend::Alpha); is the only one it will react to for alpha blending. They can look ok using alphablending if you use : SetSortMode(true); SetDepthTestMode(false); But then again they will render on top of everything, so smoke beind a wall or something wouldn't work. Particles seem almost useless in their current state with limited alpha blending (if I didn't miss something completely?) Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
xtreampb Posted June 10, 2013 Posted June 10, 2013 i agree can i upvote this suggestion...well i just did Quote bool Life() { while(death=false) { if(death==true) return death; } } I have found the secret to infinite life Did I help you out? Like my post!
Josh Posted July 18, 2013 Posted July 18, 2013 I don't understand what is being asked here. There are modes for alpha blending and additive blending. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
AggrorJorn Posted July 18, 2013 Posted July 18, 2013 I think Rick means the following: The screenshot uses the default particle emitter. particles overlap each other. Quote
Josh Posted July 18, 2013 Posted July 18, 2013 Turn off depth writing in the material. Quote My job is to make tools you love, with the features you want, and performance you can't live without.
shadmar Posted July 18, 2013 Author Posted July 18, 2013 blendmode=1 depthtest=1 depthmask=0 zsort=1 does the trick for alpha, but how to set for additiative blending? Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
Rick Posted July 18, 2013 Posted July 18, 2013 I see no depthmask/depthtest property in the material editor. Quote
Rick Posted July 19, 2013 Posted July 19, 2013 Here is the mat file I'm using. This still produces the issue. //Leadwerks Material File blendmode=1 castshadows=0 zsort=1 cullbackfaces=1 depthtest=1 depthmastk=0 diffuse=1.00000000,1.00000000,1.00000000,1.00000000 specular=1.00000000,1.00000000,1.00000000,0.000000000 lightingmode=1 shader="shaders\particles\default.shader" texture0=".\default.tex" Quote
Josh Posted July 19, 2013 Posted July 19, 2013 depthmastk? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Rick Posted July 19, 2013 Posted July 19, 2013 yeah it's the new property don't you know! I'll correct when I get home and test. Why don't I see a property in the material editor for this? Quote
shadmar Posted July 19, 2013 Author Posted July 19, 2013 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
shadmar Posted July 19, 2013 Author Posted July 19, 2013 how to blend additive with alpha to achive the effect like in the top picture? Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
Josh Posted July 20, 2013 Posted July 20, 2013 Why don't you just make your particle image the way you want it and use the additive blend? Quote My job is to make tools you love, with the features you want, and performance you can't live without.
Rick Posted July 20, 2013 Posted July 20, 2013 Nothing to see here, move on...All good. Would still like it exposed in the mat editor though. Quote
shadmar Posted July 31, 2013 Author Posted July 31, 2013 Why don't you just make your particle image the way you want it and use the additive blend? Ah, don't use alpha for additive. got it... works. 2 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
YouGroove Posted July 31, 2013 Posted July 31, 2013 Could you explain how to do it ? Just use some picture having alpha channel ? Quote Stop toying and make games
ChrisV Posted July 31, 2013 Posted July 31, 2013 Just use some picture having alpha channel ? Ah, don't use alpha for additive. As I understand shad's phrase, you can't have transparency in your images for it to work. Quote My Artwork. ZBrush 4R7 64-bit - 3DCoat 4.5 BETA 12 - Fl Studio 12 64Bit - LE 3.2 Indie version - Truespace 7 - Blender 2.71 - iClone 5.51 Pro - iClone 3DXChange 5.51 pipeline - Kontakt 5 - Bryce 7 - UU3D Pro - Substance Designer/Painter - Shadermap 3 - PaintShop Photo Pro X7 - Hexagon - Audacity - Gimp 2.8 - Vue 2015 - Reaktor 5 - Guitar Rig 5 - Bitmap2Material 3
shadmar Posted July 31, 2013 Author Posted July 31, 2013 For additive blended particles fires, explotions Use a non alpha particle, black fades the particle: Use mat file containing this (3=Light): blendmode=3 depthtest=1 depthmask=0 zsort=1 For alpha blended particles smoke, clouds use non additive blend just pure alpha to fade the particle (deafult particle is like this) Use mat file containing this (1=alpha): blendmode=1 depthtest=1 depthmask=0 zsort=1 5 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
YouGroove Posted July 31, 2013 Posted July 31, 2013 Will this usefull tips be on some official documentation ? Quote Stop toying and make games
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