Hi Christophe, I also use fire/smoke effects, and actually all are emissive (= bright at night). If you get a solution, I'm interested! ;)
Sukender PVLE - Lightweight cross-platform game engine - http://pvle.sourceforge.net/ Le Fri, 20 Feb 2009 12:05:16 +0100, Christophe.medard <[email protected]> a écrit: > Hi Robert > > I'll try. > The fact is that I used emissive particles systems (for explosions, fires), > and non emissives (for smokes principally). > The smokes are to appear light grey during day, of course non luminescent > during night. > > I've got both diffuse and ambiant lighting in my scene during days hours. > Diffuse lighting not working on partiles systems wouldn't be a bad issues > (it's a pain to have to produce normals onto billboard sprites), but ambient > doesn't either ! So I never manage to get my grey smokes for normal (days) > conditions, they remain unvariably black (unless I set the particle system > emissive of course - which is bad in dawn/dusk/night conditions). > > Christophe > > > ----- Original Message ----- > From: "Robert Osfield" <[email protected]> > To: "OpenSceneGraph Users" <[email protected]> > Sent: Friday, February 20, 2009 11:47 AM > Subject: Re: [osg-users] Non emissive ParticleSystem and lighting > >> Hi Christophe, >> >> Could you please modifiy one of the particle examples to reproduce the >> problem, then others will be able to see first hand the problem you >> are trying to address. As a general note, lighting particles in a >> conventional way is something I'd see as somewhat dubious. The >> particles aren't real geometry, rather image based rendering is used. >> >> Robert. >> >> On Fri, Feb 20, 2009 at 10:37 AM, Christophe.medard >> <[email protected]> wrote: >>> Hi All, >>> >>> Billboarding issues appearing with OSG 2.4.x onto particle systems is >>> greatly fixed into OSG 2.8.0, however the issue concerning absence of >>> influence of the lighting onto non emissive particle effects (that is >>> present at least since osg 2.2.0) remains. >>> >>> Has someone else also stated this bug with maybe a working bypass >>> correction >>> for it ? >>> (I tryed myself while back with osg 2.2.0 to set normals onto particles >>> vertex at rendering, but that was an unsuccesful attempt to fix the >>> lighting >>> problem : particles remained invariably black). >>> >>> I'd be glad to know of any ideas about the reason or a way out of this >>> problem. >>> >>> Christophe >>> > > _______________________________________________ > osg-users mailing list > [email protected] > http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org _______________________________________________ osg-users mailing list [email protected] http://lists.openscenegraph.org/listinfo.cgi/osg-users-openscenegraph.org

