Emissive Interpolation for ParticleSystem
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Vincent Nacon
Granted if PSYS_PART_EMISSIVE_MASK is not provided. Set interpolation with start/end like you do with scale or color.
Otherwise, if PSYS_PART_EMISSIVE_MASK is given, it should ignore the interpolation input.
Ex:
[PSYS_PART_FLAGS, PSYS_PART_INTERP_EMISSIVE_MASK, PSYS_PART_START_EMISSIVE, 0.0, PSYS_PART_END_EMISSIVE, 1.0]
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Talia Tokugawa
Isn't emissive the equivalent of Full Bright which is a Boolean value?
Vincent Nacon
Talia Tokugawa Full Bright apply to the whole image. Emissive is glow based on the texture in PBR (Physic-based Render) materials.
For example, the particle texture is an image of a controller with LED lights on it.
Full Bright would make the whole controller lit up at night.
Emissive would only lit up the LED indicators, not the whole controller.
Talia Tokugawa
Vincent Nacon
Are you certain on that, emissive has been around for over a decade.. and is probably just on the cusp of decades*. I just checked the Ama Omega particle script written in 2004 and the script that got me into scripting in the first place.
``
if (glow) flags = flags | PSYS_PART_EMISSIVE_MASK;
``The first successful implementation of PBR into a game platform was in 2013 with Unreal 3....
Did the meaning get changed when the Blend filters were added?
I know there is an emissive aspect to PBR but one of your other requests is for implementation of PBR into particles, which ends up really confusing.
I could be wrong on this, I did take a long old break, and if I missed something I'd appreciate finding out about it...
*Little aside: I really love that script, recently did an update to it and tried to match the structure and comment style but made it work with all the new features that came in since...
"3-26-2004"...
Holy ****! That script is 20 years old this time next week. oO Geez that really makes me feel like a retiree who spends their time restoring classics from yesteryear.
Spidey Linden
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Issue tracked. We have no estimate when it may be implemented. Please see future updates here.