Particle System
Particle System
How would I make a smoke trail that dosn't follow the object which created, kinda like a jet smoke trail, and help would be nice
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Guest
Well IParticleSystemSceneNode::createGravityAffector can help you. I don't know if that's exactly what you want, but if you amke the gravity sideways it should come out decently
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
IIRC each particle in a system is relative to the node the system is attached to. This means if your jet or whatever is rotating and moving each particle will rotate and move in accordance with that. This can look quite silly especially if you have long smoke trails.
Unless you can set the particle positions to be absolute rather than relative (move on their own rather than sharing position data with the node) you may have to make or derive your own smoke particle system.
An easy solution would be to create a billboard every couple of frames relative to the jet, which has its own position data and lifetime variables like size, color, etc.
I promise you if you attach the emitter to the object, it will look funny. But don't take any ones word for it, try it for yourself
Unless you can set the particle positions to be absolute rather than relative (move on their own rather than sharing position data with the node) you may have to make or derive your own smoke particle system.
An easy solution would be to create a billboard every couple of frames relative to the jet, which has its own position data and lifetime variables like size, color, etc.
I promise you if you attach the emitter to the object, it will look funny. But don't take any ones word for it, try it for yourself
Yeah, you're right, for jet trails it would look funny
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
Particle systems are basically a bunch of managed billboards so you should be able to create your own billboard system that emulates a smoke trail quite easily.
Using billboards is the only feasible approach to my knowledge, could you provide some more details about the billboard approach you tried, like source code or something.
One thought could be to derive a new class from the particle system that tracks the world position of its parent node and adds/subracts the change in position/orientation since the last update from each particle, meaning that no matter how much you rotate and scale and shift a node, particles in your derived system will not be affected.
Using billboards is the only feasible approach to my knowledge, could you provide some more details about the billboard approach you tried, like source code or something.
One thought could be to derive a new class from the particle system that tracks the world position of its parent node and adds/subracts the change in position/orientation since the last update from each particle, meaning that no matter how much you rotate and scale and shift a node, particles in your derived system will not be affected.