Wow, again!
Now it’s starting to feel like x-mass, you’ve got more of them? ;]
I wouldn’t mind seeing this (and the flare) usable via CommonFilters.
…and if you are taking requests then I for one would love to see a stealth-field-distortion shader as seen in oh-so-many-games (kotor, fallout 3, avp just to name a few).
@Nemesis#13 Thanks, but actually i just studing. This is quite simple shader, but requre scene presetting. More complex shaders, like a shadow or parallax with the matrix transformation makes my brain smoke and get out through the ears )
@Gatou I used only panda manual and links from wiki. Also I explored existing samples from forum and SDK. I think that really does not matter a programming language - Cg or GLSL or so. The most important thing - the general principle of obtaining a particular effect.
@wezu Now I am trying to make volumetric smoke/clouds effect, but i think it’s not too hard to change this sample into something like “stealth-field-distortion” - at some of these days I’ll try to make it. Howewer, I foresee the same problems with the depth calculation, as in this example.
I’m using the shader in my code - for exhaust from a spaceship. In trying to adjust the position of the shader, I can’t seem to set the roll using p.setHpr(0, 180, 0). Is there some other setting that stops it from rotating? No matter what I set it to, it’s always heat rising up.
Thanks again for sharing - it looks and works beautiful
@ralphhogaboom
It’s just a standart particle effect, which you can control by usual way. For example, you can set renderParent = p, and then rotate p as you wish, or/and you can change *.ptf file.
In fact, I think it’s not a good idea to make two separate root, probably the best way - setting up the different masks as I did in the second example.