Particle System & Deferred rendering in XNA
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Uploader Comments (jeppen82DK)
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All Comments (8)
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there is something that you could improve about lightning passing trough the fog, may be using a translucent material on it, :D but I like that :D
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Very nice :) Defered particles are a tough one to do as I'm sure many issues arise the idea with transparent depth. But this is great! Well done :D
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You are my hero Jeppe Nielsen!
I want to be just like you! Amazing man!
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Looks really great. I might not attenuate the light so quickly on the plumes to let a little "shine through." Very good job.
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This looks great!
Is the light forward-rendered w/ the particles, or are the particles themselves somehow integrated into the main deferred pass?
PolyVector 2 years ago
The particles are integrated into the deferred pass, using alpha blend on the diffuse, normal and depth maps. Not entirely accurate, but looks nice. Glowing particles such as fire, explosions, etc will be added using a forward pass, as no lighting on these are nessesary. But these are still to come.
jeppen82DK 2 years ago
I was afraid of doing it that way because I thought it would look totally wrong. I think I might have to reconsider after seeing this. ;)
PolyVector 2 years ago
Just be careful when you alpha blend the depth map, as large differencies may not look nice.
jeppen82DK 2 years ago