Product Chat / Particles?

Author
Message
Decoverse
11
Years of Service
User Offline
Joined: 19th Nov 2012
Location:
Posted: 21st Apr 2015 16:54
Only found one reference in the forums to particles. And that post is a year old. Where do particles rank on the feature list? Top 3rd? Middle? Bottom 3rd?

synchromesh
Forum Support
10
Years of Service
User Offline
Joined: 24th Jan 2014
Location:
Posted: 21st Apr 2015 17:22
Hi Decoverse

Not in the next couple of builds, but on the current list.
A new decal system should be in place in the next few weeks. Particles will be an extension to that, once we're sure it's stable.

The only person ever to get all his work done by "Friday" was Robinson Crusoe..
PM
Tarkus1971
Audio Media Maker
9
Years of Service
User Offline
Joined: 24th Feb 2015
Location: England, UK
Posted: 21st Apr 2015 20:12 Edited at: 21st Apr 2015 20:13
Also I did notice that the particles render behind grass, if a smoke cloud is emitting even the distant grass shows as in front of the particles.. Is this a known glitch?
Pirate Myke
Forum Support
13
Years of Service
User Offline
Joined: 31st May 2010
Location: El Dorado, California
Posted: 21st Apr 2015 21:11
probably a setting with transparency. try 2 or 5 and see if the renders better.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit

tomjscott
User Banned
Posted: 22nd Apr 2015 20:29
Quote: "probably a setting with transparency. try 2 or 5 and see if the renders better."


This is something that needs to change, especially if GG is going to be as easy to use as the stated goal. In other engines, you can place transparent objects, particles, grass, etc without having to adjust any type of transparency value. The engine sorts and renders properly in all cases. I know that last time I used GG/FPSCR extensively, there were lots of quirks with this and some cases that just flat out didn't work. So, anything that can be done to make this "transparent" to the user would be nice.
System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085
LeeBamber
TGC Lead Developer
24
Years of Service
User Offline
Joined: 21st Jan 2000
Location: England
Posted: 3rd May 2015 21:04
Happy for ideas how we can expose transparency control to the end user. Normally we leave this up to the artist inside the FPE so the end user can focus on adding entities and getting an instant visual result. For example artists will set the glass of an entity to transparency mode 6 so the end user does not have to manually specify all glass in their scene and set it to 'render last'.
PC SPECS: Windows 7 Ultimate 64-bit, Intel Core i7 920 (PASSMARK:5008), NVIDIA Geforce 9600 GT GPU (PASSMARK:752) , 6GB RAM

tomjscott
User Banned
Posted: 4th May 2015 00:41
Well, the problem is that you have so many transparency modes. In an engine like Unity, for example, you set the material of the object to use a transparent shader. If it's transparent then it's transparent by virtue of the shader and thus should be sorted for rendering differently than something that is opaque. Something is either transparent or not. Even with all the different transparent modes, it was impossible for me to get my campfire shader efffect to work properly unless it happened to be applied to an entity that was a lower entity number than the other objects in the scene, and then only if the transparent mode was set to a specific value. That's just not right. If I told the engine it was transparent, it should have sorted and rendered it properly. Simple as that.
System Specs: OS - Windows 7 Home Premium 64-bit SP1, CPU - AMD Phenom II X4 945, 3.0Ghz, RAM - 8Gb DDR3, GFX Card - 2048MB NVIDIA GeForce GT 640, FPSC-R Version - Beta 1.0085

Login to post a reply

Server time is: 2024-05-08 12:33:06
Your offset time is: 2024-05-08 12:33:06