http://www.makingartstudios.com
Soft particle rendering is a technique for eliminating hard edges when a billboard intersects the opaque scene. By fading out particle's alpha as it approaches the opaque geometry, no hard edges are visible, resulting in a more volumetric look for the particle system.The soft particles's view in this video also demonstrates simple illumination from a directional light source.
If that were the case, then the "Soft Edges" version would appear to have denser smoke, but it doesn't.
If you consider the size of each particle when rendering them, it's kinda' clear that these are actual soft-particles, not cheated methods which merely overlay particles on top of everything.
str1kerfswc 2 years ago
This isn't soft particles, this is simply fixing a Z-fighting problem so that the smoke particle source always appears over any other textures even if other parts of the particle are behind the original model!!! I remember first seeing this in Call of Duty 2 for the PC, and as I can recall, that was DX9 only ¬_¬
UtopiaV1 2 years ago
It appears to, because it works by (as the description says) reducing the opacity of the fragments of the particles (the smoke) as it gets closer to intersecting other geometry.
The alpha is never increased (nor should it be), and so it doesn't get balanced out. Just use more particles if you want it to appear denser.
JulzMighty 2 years ago
I love soft particles, cant wait until every game on PC (DirectX 10) uses it.
mitrooper 3 years ago
good demonstration =)
teooo 3 years ago 2