View Full Version : implementing a new type of particle

04 April 2008, 07:37 PM
Hi all!

My task is to implement a new type of particle in max. This particle (called spherical billboard) has a special rendering method (it's used for games rendering fire and fog). The point is, that we compute the opacity of a simple billboard from the distance the ray travels inside the sphere that we imagine around the original quadrilateral billboard. The method takes into account the spherical geometry of the billboards during fragment processing.

Is there a way to implement an object like that in max? how do i start? i've got the gpu implementation of this particle (in openGL). is there a way to embed somehow this code?

thank you!


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04 April 2008, 07:37 PM
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