Lit Particles
by thanasimos · in Torque 3D Professional · 03/04/2014 (4:29 am) · 4 replies
Hello there,
Has anyone managed to add support for normal mapped particles? I'm trying to do something like this:
Also, a normal mapped particle can be able to receive light/cast shadows even on deferred lighting ?
I know that particles in advanced lighting are forward rendered last, after all opaque objects, so is this possible?
Has anyone managed to add support for normal mapped particles? I'm trying to do something like this:
Also, a normal mapped particle can be able to receive light/cast shadows even on deferred lighting ?
I know that particles in advanced lighting are forward rendered last, after all opaque objects, so is this possible?
About the author
#2
03/04/2014 (7:20 am)
They use shaders afaik, it's just not currently possible to change the shader it uses.
#3
03/05/2014 (3:38 am)
I think Tim is referring to procedural (generated) shaders, which they're currently not using.
#4
03/05/2014 (4:06 am)
yeah i was. You could however possibly modify the particle custom shader and make it use normalmapping if you want all particles to use it.
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