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Particles as Billboards (Coronas on Lamps)

Thygrrr Talaj
Registered User
Join date: 2 Jan 2007
Posts: 46
02-04-2007 07:15
Hi!

I want to make a permanently visoble "glare" around an object, much like the coronas seen around lamps in many places.

Strangely enough, I can't solve these problems:

The particles are emitted irregularly and not at a steady rate.
New Particles either overlap old particles or appear too late, causing the corona to flicker.

How can I make a single permanent particle this way?
Max Pitre
Registered User
Join date: 19 Jul 2006
Posts: 370
02-04-2007 08:13
Any way you can use a sphere with a colored texture instead? Maybe set the transparency up and use the light settings until you get what you want.
Thygrrr Talaj
Registered User
Join date: 2 Jan 2007
Posts: 46
02-04-2007 09:39
No, it's not possible to do it with a sphere, unfortunately.

I've seen it working on other peoples' lamps, all I need is a hint how to tweak my particle system.

Currently I'm using:

CODE

[
PSYS_SRC_TEXTURE, flare,
PSYS_PART_START_SCALE, <4.0,4.0,0>,
PSYS_PART_END_SCALE, <4.0,4.0,0>,
PSYS_PART_START_COLOR, <1,1,1>,
PSYS_PART_END_COLOR, <1,1,1>,
PSYS_PART_START_ALPHA, 1.0,
PSYS_PART_END_ALPHA, 1.0,

PSYS_SRC_BURST_PART_COUNT, 1,
PSYS_SRC_BURST_RATE, 20.0,
PSYS_PART_MAX_AGE, 20.1,
PSYS_SRC_MAX_AGE, 0.0,

PSYS_SRC_PATTERN, 1, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
PSYS_SRC_ACCEL, <0.0,0.0,0.0>,
PSYS_SRC_BURST_RADIUS, 0.0,

PSYS_SRC_BURST_SPEED_MIN, 1.00, PSYS_SRC_BURST_SPEED_MAX, 1.00,

PSYS_SRC_ANGLE_BEGIN, 0.0, PSYS_SRC_ANGLE_END, 0.0,
PSYS_SRC_OMEGA, <0,0,0>,

PSYS_PART_FLAGS, ( 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
| PSYS_PART_EMISSIVE_MASK

) ]
AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
02-04-2007 11:06
This is what I've been using for static particles myself, if it's of any use:

CODE
llParticleSystem([
PSYS_PART_START_ALPHA, 1.0, // I think this line can be scrapped...
PSYS_PART_START_COLOR, <1.0,1.0,1.0>, // Maybe this one too.
PSYS_PART_MAX_AGE, 30.0,
PSYS_SRC_BURST_RATE, 29.99,
PSYS_PART_FLAGS, PSYS_PART_FOLLOW_SRC_MASK|PSYS_PART_EMISSIVE_MASK
]);
You'll need to add a line for whatever texture you want to use.

I reckon it's pretty much impossible to get it perfect though.
Tiarnalalon Sismondi
Registered User
Join date: 1 Jun 2006
Posts: 402
02-05-2007 07:01
There's always the trick that people use to make the black outlines around cartoon AV's. Has to do with twisting a hollow prim which makes the inside and outside textures switch. It creates an odd effect that you can see 'inside' the prim from all angles, but the texture that's now on the outside is visible as well.

You could do this and set the color for this halo effect and turn the transparency up to make it look like a nice soft glow *shrug*

I would think this would be better than any particle system since particles depend on the settings of the client too much. Some people wouldn't see them at all ever, or depending on the amount of particles in the area, no one would see them.
Shippou Oud
The Fox Within
Join date: 11 Jul 2005
Posts: 141
02-05-2007 08:52
From: Tiarnalalon Sismondi
There's always the trick that people use to make the black outlines around cartoon AV's. Has to do with twisting a hollow prim which makes the inside and outside textures switch. It creates an odd effect that you can see 'inside' the prim from all angles, but the texture that's now on the outside is visible as well.

You could do this and set the color for this halo effect and turn the transparency up to make it look like a nice soft glow *shrug*

I would think this would be better than any particle system since particles depend on the settings of the client too much. Some people wouldn't see them at all ever, or depending on the amount of particles in the area, no one would see them.

take a sphear, and twist both ends 180....hollow it 90...paint inside and outside different colors...have fun.
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
02-05-2007 09:20
Thygrr-

There's a free sample of "glow" effects (and several other basic particle types) in the Particle Laboratory of Teal.

You'll find them at the base of the columns, right next to where the script below came from.

The trick is to overlap the particles and fade them out with alpha, as you grow them slightly. That helps them lose their 'crunchy edge'.




From: Thygrrr Talaj
No, it's not possible to do it with a sphere, unfortunately.

I've seen it working on other peoples' lamps, all I need is a hint how to tweak my particle system.

Currently I'm using:

CODE

// The BARE BONES Particle Script, Vers 4.0 - 10/23/2006 - Jopsy Pendragon
// A sample script from the Particle Laboratory of Teal
// You may copy, mod, sell, spindle, mutilate this script as you please.
// If you distribute MOD derivatives of this script please include
// a mention of The Particle Lab of Teal in the comments. Thanks! :)
[
PSYS_SRC_TEXTURE, flare,
PSYS_PART_START_SCALE, <4.0,4.0,0>,
PSYS_PART_END_SCALE, <4.0,4.0,0>,
PSYS_PART_START_COLOR, <1,1,1>,
PSYS_PART_END_COLOR, <1,1,1>,
PSYS_PART_START_ALPHA, 1.0,
PSYS_PART_END_ALPHA, 1.0,

PSYS_SRC_BURST_PART_COUNT, 1,
PSYS_SRC_BURST_RATE, 20.0,
PSYS_PART_MAX_AGE, 20.1,
PSYS_SRC_MAX_AGE, 0.0,

PSYS_SRC_PATTERN, 1, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
PSYS_SRC_ACCEL, <0.0,0.0,0.0>,
PSYS_SRC_BURST_RADIUS, 0.0,

PSYS_SRC_BURST_SPEED_MIN, 1.00, PSYS_SRC_BURST_SPEED_MAX, 1.00,

PSYS_SRC_ANGLE_BEGIN, 0.0, PSYS_SRC_ANGLE_END, 0.0,
PSYS_SRC_OMEGA, <0,0,0>,

PSYS_PART_FLAGS, ( 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
| PSYS_PART_EMISSIVE_MASK

) ]
_____________________
* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources.
Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas.
-
Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!
Thygrrr Talaj
Registered User
Join date: 2 Jan 2007
Posts: 46
02-06-2007 07:28
Josy, your Bare Bones script is actually the one I'm currently basing my work on.

The problem with overlapping particles is that it'd technically require some sort of HDR to come out right; it looks fairly bad for what I've been trying to do (make a really bright sun).

So, yes, there's short flicker whenever the particles don't match up nicely, and the particles also behave somewhat unreliably at times (don't show up, or show up twice). This seems to be somewhat independent from the First Look Viewer.
Naiman Broome
Registered User
Join date: 4 Aug 2007
Posts: 246
10-24-2007 06:10
From: Thygrrr Talaj
No, it's not possible to do it with a sphere, unfortunately.

I've seen it working on other peoples' lamps, all I need is a hint how to tweak my particle system.

Currently I'm using:

CODE

[
PSYS_SRC_TEXTURE, flare,
PSYS_PART_START_SCALE, <4.0,4.0,0>,
PSYS_PART_END_SCALE, <4.0,4.0,0>,
PSYS_PART_START_COLOR, <1,1,1>,
PSYS_PART_END_COLOR, <1,1,1>,
PSYS_PART_START_ALPHA, 1.0,
PSYS_PART_END_ALPHA, 1.0,

PSYS_SRC_BURST_PART_COUNT, 1,
PSYS_SRC_BURST_RATE, 20.0,
PSYS_PART_MAX_AGE, 20.1,
PSYS_SRC_MAX_AGE, 0.0,

PSYS_SRC_PATTERN, 1, // 1=DROP, 2=EXPLODE, 4=ANGLE, 8=ANGLE_CONE,
PSYS_SRC_ACCEL, <0.0,0.0,0.0>,
PSYS_SRC_BURST_RADIUS, 0.0,

PSYS_SRC_BURST_SPEED_MIN, 1.00, PSYS_SRC_BURST_SPEED_MAX, 1.00,

PSYS_SRC_ANGLE_BEGIN, 0.0, PSYS_SRC_ANGLE_END, 0.0,
PSYS_SRC_OMEGA, <0,0,0>,

PSYS_PART_FLAGS, ( 0
| PSYS_PART_INTERP_COLOR_MASK
| PSYS_PART_INTERP_SCALE_MASK
| PSYS_PART_EMISSIVE_MASK

) ]


Hi I took this script put in a prim but nothing happened , may be I am doing something wrong?
Jopsy Pendragon
Perpetual Outsider
Join date: 15 Jan 2004
Posts: 1,906
10-24-2007 07:44
From: Naiman Broome
Hi I took this script put in a prim but nothing happened , may be I am doing something wrong?


That's a subset of the script not the entire script.. =)

prepend:

default {
state_entry() {
llParticleSystem(

and append to the end:

);
}
}

to make the snippet functional.

(Particles are not as much a science as an art. You're not guaranteed a particle every burst interval, especially if there's a lot of other particles nearby.)
_____________________
* The Particle Laboratory * - One of SecondLife's Oldest Learning Resources.
Free particle, control and targetting scripts. Numerous in-depth visual demonstrations, and multiple sandbox areas.
-
Stop by and try out Jopsy's new "Porgan 1800" an advanced steampunk styled 'particle organ' and the new particle texture store!