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"Soft" particles?

Started by dchavez Feb 12, 2006 at 2:52 AM 5 replies 9.2k views
Original Post
dchavez
dchavez
Hi, I've been reading a bit about the new Crytek DX10 engine lately, and a feature they keep mentioning is "Soft" particles. Does anyone have any idea about what this means? I did a search and trusty google didn't reveal any papers describing this technique of particle rendering. Is it just marketing spam or is there some new way of rendering particles? Perhaps it's just some postprocessing of a particle render target to smooth out the edges? Call of Duty 2 may have done something similar with their smoke particles to stop the ugly 'clipping into the world' problem that most particle systems have, but again, some info about this would be interesting. Thanks for any help! Cheers, DChavez.
Rasmadrak
Rasmadrak
you said it, Call of Duty 2 got em.

Simply particles using depth masks.
"Game Maker For Life, probably never professional thou." =)
Coluna
Coluna
But using depth sprites, wouldnt it give us only "roundness" intersections, against planar intersections when using simple particles? Did anybody created a small (and public) demo showing us that?
zedzeek
zedzeek
ive done them before but found the hit by writing to depth (u adjusat the depth by the alpha channel or luminance) too not really be worth it.
A/ visually it doesnt look that much better (ie its still looks flat + 2d/ also there is a chance u will still clip geometery unless u sample the existing geometry )
B/ its slower
RAZORUNREAL
RAZORUNREAL
Are you sure they're not doing something like basing the contribution of the particle on how far in front of the scene depth it is?

Like you have the depth buffer rendered to a texture, and in the particle shader you compare the particle fragment depth with the scene depth. You smoothly move the alpha toward 0 as the particle gets closer to the scene depth. It simulates, in a crude way, that the particle represents a volume. Basicly the thicker the volume visible, the more the particle should contribute to the pixel colour. It avoids the ugly world intersection.
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Zemedelec
Zemedelec
Quote:
Original post by RAZORUNREAL
...


That exactly the soft particles. Some (racers) games tend to use less general, but more robust method, where a single or two planes are choosen and the blend is done in the VS.
And - not the whole scene must be rendered into the 'depth' texture, just the world space intersections with the particles.
daktaris
daktaris
marketing term.

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