ozRocker Posted November 11, 2018 Share Posted November 11, 2018 I've noticed that CreateScreenshot will capture particles but CreateScreenshotUsingRenderTarget doesn't. Does anyone know how to capture particles with the render target capturing method? Quote Link to comment Share on other sites More sharing options...
Wingnut Posted November 11, 2018 Share Posted November 11, 2018 Hi OzR! Particles-on-RTT... might be broken. https://www.babylonjs-playground.com/#1WROZH#65 The little window in the lower left... is rt1 display, and massive rt1 experiments are in lines 46 - 95. The primary line of concern: 81 - rt1.renderParticles = true; I have no solutions, but now we have a playground to do demented experiments upon. (ahem!) ozRocker 1 Quote Link to comment Share on other sites More sharing options...
ozRocker Posted November 11, 2018 Author Share Posted November 11, 2018 19 hours ago, Wingnut said: Hi OzR! Particles-on-RTT... might be broken. https://www.babylonjs-playground.com/#1WROZH#65 The little window in the lower left... is rt1 display, and massive rt1 experiments are in lines 46 - 95. The primary line of concern: 81 - rt1.renderParticles = true; I have no solutions, but now we have a playground to do demented experiments upon. (ahem!) Nice! That is the ultimate playground test Quote Link to comment Share on other sites More sharing options...
Wingnut Posted November 12, 2018 Share Posted November 12, 2018 Thx. I just merged two older demos... into a workable demo for us. Notice, I also "snuck-into" our forum posts... with my moderator's license, and changed the url's to #65. I wanted to rock the ship back and forth a bit... to show that all 4 of our render-target-textures... was live-steaming to their monitor windows. (add some continuous movement) I did a quick tour of RTT source code. It's amazing. The amount of coding work that was needed to honor particles, sprites, post-processes, stencilBuffers, etc... is astounding. Friggin' geniuses! Thank goodness JS has good circuit-breakers. Otherwise, the JS in RTT source code... would surely be a fire hazard. We would have VERY expensive framework insurance. Somebody COULD put a highlightLayer or glowLayer on the ship, now, so we can check if post-processes are being rendered on RTT's. LensFlares, shadows, blurs, there's bunches of post-process things to torture. Somebody should check sprites, too. Knowing if THOSE are ALSO failing/not, might help the code troubleshooters. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 12, 2018 Share Posted November 12, 2018 Yep this is a new feature of 4.0: You can now render particles inside RTT Quote Link to comment Share on other sites More sharing options...
ozRocker Posted November 12, 2018 Author Share Posted November 12, 2018 6 hours ago, Deltakosh said: Yep this is a new feature of 4.0: You can now render particles inside RTT Does that mean particles will eventually show up when I use CreateScreenshotUsingRenderTarget? I tried with v4.0.0 alpha-7 but its not there yet. Quote Link to comment Share on other sites More sharing options...
Guest Posted November 12, 2018 Share Posted November 12, 2018 It should...can you repro the issue in the PG? I'll fix it if it is not working Quote Link to comment Share on other sites More sharing options...
ozRocker Posted November 12, 2018 Author Share Posted November 12, 2018 11 minutes ago, Deltakosh said: It should...can you repro the issue in the PG? I'll fix it if it is not working Well it works here https://www.babylonjs-playground.com/#WBQ8EM#25 I'll try it in my local environment and if that works I'll tick this one off Quote Link to comment Share on other sites More sharing options...
Guest Posted November 12, 2018 Share Posted November 12, 2018 good ;D Quote Link to comment Share on other sites More sharing options...
ozRocker Posted November 13, 2018 Author Share Posted November 13, 2018 OMG I found the actual problem! I set visibility to my particle placeholder meshes to 0. RenderTarget won't pick up particles if the placeholder mesh isn't visible. Looks like I just need to find another way to hide the placeholder meshes Wingnut 1 Quote Link to comment Share on other sites More sharing options...
Wingnut Posted November 13, 2018 Share Posted November 13, 2018 By "placeholder", do you mean the PS emitter mesh? PS emitters CAN be a vector3, and need not be a mesh. Emitbox settings still work fine, so a "shape" of particle emission can still be used. Need particles to evenly-emit along a long rectangle? Can do, even with a vector3 POINT as the emitter. *shrug* Not sure if useful for you/this... just thought I'd remind of a cool feature. Be well. Good to hear about your success. GameMonetize 1 Quote Link to comment Share on other sites More sharing options...
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