njord Posted November 15, 2011 Share 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 Link to comment Share on other sites More sharing options...
Von04 Posted November 23, 2011 Share 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. Link to comment Share on other sites More sharing options...
njord Posted November 28, 2011 Author Share 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 Link to comment Share on other sites More sharing options...
njord Posted November 28, 2011 Author Share Posted November 28, 2011 I tried it now, modifiying particles.vert to my needs solves my problem. Thanks! =) Quote Link to comment Share on other sites More sharing options...
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