al404 Posted April 15, 2016 Share Posted April 15, 2016 I'm reading tutoria and example about particles and i found the textureMask https://doc.babylonjs.com/tutorials/Particles since i'm building a SolidParticleSystem i was wondering if texture has something similar at textureMask and if would make any difference using a PNG with alpha instead an image without alpha and apply a mask on it is it for better performance? Quote Link to comment Share on other sites More sharing options...
NasimiAsl Posted April 15, 2016 Share Posted April 15, 2016 can you make a PG . Quote Link to comment Share on other sites More sharing options...
al404 Posted April 15, 2016 Author Share Posted April 15, 2016 from this tutorial it says https://doc.babylonjs.com/tutorials/Particles For this texture, you can use an optional mask to filter some colors, or filter a part of the alpha channel. particleSystem.textureMask = new BABYLON.Color4(0.1, 0.8, 0.8, 1.0); and it links at this example http://playground.babylonjs.com/?12 but actually i can't find the textureMask part i download the code expecting a PNG with alpha but it is white in the center and black on the side and i can't really understand how that happens, i guess with a mask and i was wondering if is possible to do the same thing with a material apply at standard mash I don't know if the reason not to use alpha in the image is for performance, but i guess that is the reason Quote Link to comment Share on other sites More sharing options...
jerome Posted April 15, 2016 Share Posted April 15, 2016 actually textureMask is only a property of the standard particle system, not of the solid particle system (sps= You just have to remember that a SPS is simply in fact a standard mesh. So any property appliable to a mesh will work on the SPS... this means all the materials, PBR materials, easy shaders (eash), etc. NasimiAsl 1 Quote Link to comment Share on other sites More sharing options...
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