Product Chat / Particles stuff

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AmenMoses
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Posted: 4th Oct 2018 23:38 Edited at: 4th Oct 2018 23:41


Just thought you would like to see GraPhiX first outing into the whacky world of particle effects.


Currently this is in the Beta release so if you aren't signed up for that you'll have to wait for the next public release. Once the public release is out I will be putting together a tutorial thread, with GraPhiX's assistance as he is the new expert.

Btw, ignore the smoke, that is the default GG particle sheet and I screwed up the script settings for it, just concentrate in the flames, not bad for a first effort!
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Blacknyt46
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Posted: 5th Oct 2018 04:51
Looking good! Great job
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Posted: 5th Oct 2018 10:14
You guys are making a good team,coming on great guys (work faster GraPhix )

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GraPhiX
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Posted: 5th Oct 2018 12:28 Edited at: 5th Oct 2018 12:29
I have refined it a little bit this morning getting there now , framerate is a bit poop cos I did it on my mac sorry
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Earthling45
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Posted: 5th Oct 2018 13:05
That looks really good!
GraPhiX
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Posted: 5th Oct 2018 13:19
Thank you I am not very good at level design or lighting but I think this gives the idea

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cybernescence
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Posted: 5th Oct 2018 13:21
It looks great - nice work.

Though wonder does this mean that volumetric particles have been descoped from GG plans for the foreseeable (I.e. using geometry shader to create controllable vertices/particles rather than decal approach)?

Cheers.
GraPhiX
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Posted: 5th Oct 2018 13:23 Edited at: 5th Oct 2018 13:26
Hi cybernescence, this is all Amenmoses and my work, nothing to do with GG's implementation, I am not sure what Lee has planned, Decals are very flat unfortunately, this approach give full 3d 360 degrees
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cybernescence
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Posted: 5th Oct 2018 13:27
Thanks GraPhix - I guess I was wondering out loud here in case Lee drops by - he may decide it’s not necessary given your and AmenMoses work in this area

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Gtox
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Posted: 5th Oct 2018 13:42
Nice work, the two of you.
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AmenMoses
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Posted: 5th Oct 2018 13:51
Not exactly sure what you mean by 'volumetric particles', when I google the term every implementation I find uses the same method GG uses. If you have the GPU do all the hard work then you can generate millions of particles but they are less controllable, if you do it all in the CPU you can only generate a limited number before your frame rate will suffer but you have total control over them.

A half way house is to use the CPU to spawn the particles but batch them into single draw calls to the GPU and have a pixel shader do depth blending. I believe that is the way we are heading.

Btw they are not called 'decals' anymore, they are 'camera facing quads'.
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LeeBamber
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Posted: 5th Oct 2018 15:17
We are about half way to volumetric particles now, thanks to the sterling work from AmenMoses and GraPhiX, and a little tweak from me along the way. The only two things missing now is to move the CPU based particle generation to a GPU shader dedicated to the task, and adding scene depth read so the particle quads don't cut into the scene to give the game away on how the volumetric technique works.

Even at halfway through you can see the new effects that will be possible with the next update, and I am excited to see what other particle effects are produced once the commands get a little airtime Really liking the improvements to the fire effect, and I imagine a closer study of the latest games will see further improvements over time, though mostly administered at this point by great art rather than the antics of us code monkeys If you feel we have missed any properties you might want to affect with the particles, let us know.
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GraPhiX
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Posted: 5th Oct 2018 15:45
still tweaking does this look better than the last one ? need some feedback please

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AmenMoses
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Posted: 5th Oct 2018 15:47
I've just today added support for more sprite sheet formats, i.e. 3x3, 5x5, 6x6 and 7x7, and added a command to set the gravity values for an emitter. GraPhiX is becoming an expert on making sprite sheets.

@Lee, I have set the maximum number of sprite sheets that can be used as 25, as we can load new ones on the fly that's probably fine for now but could it be higher do you think? We can have 100 emitters and 1000 particles in use at any one time btw. (I have actually pushed it higher without too much of a performance hit but I have a highish end rig!)
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devlin
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Posted: 5th Oct 2018 17:23 Edited at: 5th Oct 2018 17:27
Great work looks great.
the flames are a little to fast in the last video
should be a bit slower the flames looks as if they are puffing like smoke a bit but looking great.
could just be from the recording.
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Earthling45
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Posted: 5th Oct 2018 18:32
Quote: "need some feedback please"


This one looks good due to the fire below the blocks but the flames of the first one look so much better.
Avenging Eagle
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Posted: 5th Oct 2018 19:10 Edited at: 5th Oct 2018 19:10
Wow, awesome work! Can the blend mode of the particles be changed? Using 'screen' or 'add' would vastly improve the believability of these particle effects. And 'multiply' would help that smoke too.

https://en.wikipedia.org/wiki/Blend_modes

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AmenMoses
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Posted: 5th Oct 2018 20:44


Gravity in action.

Any blending will need to be done in the shader, currently particles use the default decals shader I believe, or at least something similar.
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AmenMoses
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Posted: 5th Oct 2018 20:55
Further to that last comment, before being abled to depth merge or blend or do any other post processing on particles we will need to batch the particles for each 'kind' of emitter and send of in a single draw call, then a pixel shader can deal with them all together. Or however this stuff works!
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OldFlak
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Posted: 5th Oct 2018 23:15 Edited at: 5th Oct 2018 23:24
Very cool stuff AmenMoses

@GraPhiX great job the first flames looked better imo

Been playing Overload a bit lately the particle stuff in that game are just awesome

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AmenMoses
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Posted: 6th Oct 2018 12:50
The main problem with 'decal' style effects is that they can only really be viewed from specific angles whereas 'particle' style effect can be viewed from any angle.

For example if you have a realistic flame effect and them look down on it from above the flames will appear to be defying gravity as the expectation is for the pointy bit of the flame to be on top not lying flat along the ground.

The triangle one otoh should look good from any angle, assuming we get the emitter variables correct that is, I think they is still a bit of fettling needed in that regard.

One improvement that would probably be simple to implement; have the ability to specify a shader as well as a particle image file, currently all particles use the same shader.
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AmenMoses
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Posted: 6th Oct 2018 20:18


Cartoon rain anyone?
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Earthling45
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Posted: 7th Oct 2018 00:16
truly fantastic what you are doing.
AmenMoses
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Posted: 7th Oct 2018 19:28
Adding two new commands in addition to the set gravity one, ParticlesAddTerrainEmitterEx and ParticlesAddWaterLineEmitterEx.

These work exactly the same as ParticlesAddEmitterEx except that under the covers the y origin (or height iow) of the emitter is tied to the height of either the terrain or the waterline. The intent of these is so that you could for example have bubbles under water or smoke or mist on the terrain. Next I'm going to add the ability to specify the orientation of the particle effect, at present they default to being rotated towards the camera but for things like effect on top of the water, ripples for example, or on the terrain they would need to be oriented flat to the surface.

Once I've cracked that particular nut it would give the ability from Lua to place the particles on pretty much any flat surface for things like reflections in glass or blood splats on walls etc. (I say 'give the ability', would still require some clever Lua code. )

Now I'm off to hunt down where the current ripple decal loads the normals map to see if I can copy it to the particles system so particles can have normals as well. I may be some time.
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Teabone
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Posted: 9th Oct 2018 03:50
This thread is very exciting
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AmenMoses
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Posted: 9th Oct 2018 09:24
So the normals map in the ripple folder was a tease, it isn't actually loaded. I did wonder why it was the only one with a normals map, presumably at some point it was used or intended to be used a least.

Never mind.
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GraPhiX
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Posted: 9th Oct 2018 15:59 Edited at: 9th Oct 2018 16:01
I have been progressing on the Particle work and have now created assets with particles attached ….more to come

ignore the dumb moment when I try to place the assets lol I had snap on by mistake doh !!

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granada
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Posted: 9th Oct 2018 16:51
Good work Kev ,great additions coming to GG from you guys

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