|
![](/i/fill.gif) |
SharkD wrote:
> "Rune" <new### [at] runevision com> wrote:
>> Which particle_element macro are you talking about?
>
> My scene is based off of the "blowup.pov" example scene.
In that case the particles already cast shadows, as can be seen in the
animation made from blowup.pov:
http://runevision.com/3d/include/particles/#204
However, this particle element type uses a trick for rendering as well as
for casting shadows which mean that only one light source may cast shadows.
You must also define the location of that light source, otherwise the
particles will not cast shadows.
From expl.inc:
Required setting:
camera_location The location of the camera
Settings (all optional, see the default values which are declared below):
light_source_location The location of the one light_source that may cast a
shadow
exp_size The size of the fire/smoke elements
exp_opacity How solid the fire/smoke element is
exp_emission How much the fire element glows
exp_smokeshade The shade of the smoke - 0.0 is black, 1.0 is more like
white
exp_smokeglow How much the smoke is glowing due to the illumination from
the fire
exp_smokestart At which point in the particle's life there will appear
smoke
exp_fireend At which point in the particle's life the fire will disappear
(must be >= exp_smokestart)
exp_ambient The ambient lighting of the smoke
exp_test Set it to true to have the fire and smoke replaced by spheres
with grid lines.
Note: Due to the trickery of the rendering method used,
you can only use one light_source that casts a shadow.
The other light_sources, if any, must be shadowless.
Rune
--
http://runevision.com
Post a reply to this message
|
![](/i/fill.gif) |