Vintage Jul 8 @ 12:52pm
Brightening particles?
Is it possible to brighten particles? Like, if I have toneMapScale at 0.01 (whereas the default is 1), particles are pretty much invisible, unless I copy-paste them until I have 100 copies. But doing that gives a horrible lag (combine that with 5 lights and ambient occlusion...), plus it's really bad if I need to change the colour of the particles or something.

So is there some way to brighten particles up by for example 100 times, without simply making there be 100 times as many particles?
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raptornx01 Jul 8 @ 1:43pm 
You can try adding $selfillum to the vmt for the textures being used. other then that I know of no other way to make a texture ignore lighting.

Frankly I wish there was a way to make sprite particles be effected by lighting. I know model particles will, but thats it.
Vintage Jul 8 @ 1:45pm 
$selfillum wouldn't do anything. Particles already glow. toneMapScale basically sort of adds a black overlay onto the screen. even affecting environment maps.
R234 Jul 8 @ 2:09pm 
No, that can't be done. Not with the way HDR lighting and Source's exclusively unlit particles work.
Vintage Jul 8 @ 2:11pm 
For some reason, I can't even replace the color variable in particle definitions with a vector3 instead of a "color". Well, I can, but the particle winds up invisible.
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Date Posted: Jul 8 @ 12:52pm
Posts: 4