Material Based Particle System
- clintonman
- Captain
- Posts: 5566
- Joined: 21 May 2009, 21:08
- Type the number ten into the box: 0
- Location: California
- Contact:
Material Based Particle System
Particles made only using the d3d materials.
This was created based on a series of shader videos by Ben Cloward.
https://www.youtube.com/playlist?list=P ... x_fU_xsgZS
I was able to get pretty far with it. tS limitations made it impossible to finish it though. I learned a lot.
closeup in wireframe solid mode shows the mesh shape before the vertex shader is applied to it.
This is an experiment so there is no easy UI for it. It has controls for the flipbook animation inside the FlipBook TexCoord Shader. TileX and TileY are the number of images across and down in the flipbook image. Inside it has a timer to control the speed.
The ParticleSystemShader also has a timer inside and controls for the size of the emitter, size of the particles start and end, speed of the particles start and end, direction of the particle movement and a control for gravity direction/strength.
There is a RotationMatrix with controls for rate and random rate. About half the nodes are for the rotation controls and the other half builds a rotation matrix used to spin the particles on their axis.
Finally there is a kind of random number generator node labeled "Hash". The mesh has gray value vertex colors assigned to each face. The Hash reads the gray value and generates a random color from it. The color value is used throughout the vertex shader.
The scene is attached below.
1. load the scene
2. look through the camera
3. view settings - Show backfaces
4. solid display mode
- Attachments
-
- GPU Particles Dev.RsScn
- (2.35 MiB) Downloaded 21 times