Hi everybody,
Is it correct to simply put a local forward vector on the quad of the particle for his normal to have proper lighting calculation or more magic is needed to have proper good quality results?
Thanks!
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Particle quad normals for proper lighting
It would depend on the particle type (smoke, fire, etc) I suppose. I can think of a few options:
- vertex normals perpendicular to particle billboard. This would probably look very flat.
- I could also imagine using “bent”/sphere vertex normals that are not perpendicular to the billboard, so that the particle could seem more rounded rather than flat, without the need for normal map.
- vertex normals perpendicular to particle billboard, with additional tangent-space normal map. This is probably the best way to get good quality particle lighting.
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