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particle system rendering

Started by axv4745 2 replies 1.3k views
Original Post
axv4745
axv4745
I've got a couple of particle systems (smoke, photon, explosion) that I'm trying to render but they don't seem to look that good (they don't look realistic and you can clearly tell that its coming from an image file). At first I thought it was just my images that weren't good enough but apparently I was told that if you set the right render states in direct X you can get some really cool and realistic looking particle systems (no matter what image you use as your base particle). Does anyone know what combination of renderstates could be used to achieve really cool and realistic looking particle systems of smoke, photons , and fire explosions?
Illco
Illco
Use an image with some alpha (for example a disc with degrading intensity from the center to the outer border). Then enable alpha blending and experiment with the source and destination blend settings. Also experiment with the used vertex color, emission speed, bursts, direction, etc.

Greetz,

Illco
superpig
superpig
Quote:
Original post by axv4745
At first I thought it was just my images that weren't good enough but apparently I was told that if you set the right render states in direct X you can get some really cool and realistic looking particle systems (no matter what image you use as your base particle). Does anyone know what combination of renderstates could be used to achieve really cool and realistic looking particle systems of smoke, photons , and fire explosions?
Set D3DRS_REALLYCOOLPARTICLESYSTEMS to true...

Seriously, D3D doesn't "make it cool" for you. You need to identify things that would make the effect look better, then tell D3D to do them.

Perhaps you should post a screenshot? We might be able to suggest some improvements for you...
Richard "Superpig" Fine - saving pigs from untimely fates - Microsoft DirectX MVP 2006/2007/2008/2009
"Shaders are not meant to do everything. Of course you can try to use it for everything, but it's like playing football using cabbage." - MickeyMouse
jollyjeffers
jollyjeffers
Quote:
Original post by superpig
Quote:
Original post by axv4745
At first I thought it was just my images that weren't good enough but apparently I was told that if you set the right render states in direct X you can get some really cool and realistic looking particle systems (no matter what image you use as your base particle). Does anyone know what combination of renderstates could be used to achieve really cool and realistic looking particle systems of smoke, photons , and fire explosions?
Set D3DRS_REALLYCOOLPARTICLESYSTEMS to true...

[lol] If only that existed...

Seriously though, it's been a while since I looked into PSprites (check out the SDK sample - its pretty good!), but I think the D3DRS_POINTSCALE[A|B|C] type states allowed D3D/hardware to scale the rendered sprite based on depth/distance (or whatever), thus giving a better illusion of movement etc...

EDIT:
D3DRS_POINTSIZE, D3DRS_POINTSIZE_MIN, D3DRS_POINTSPRITEENABLE, D3DRS_POINTSCALEENABLE, D3DRS_POINTSCALE_A, D3DRS_POINTSCALE_B, D3DRS_POINTSCALE_C are the ones I was thinking of. It's the _A, _B, _C values you want to look at - although the basic docs that I was looking at are a bit vague and look like they were copy-n-pasted [oh]

hth
Jack
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