I’ll continue to work on it…
My goal is to make the flames affected by the world wind. I’ll based myself on previous RND I’ve done in the past. That you can see here:
I want to improve it.
As you can see, the flames are always leaning in the same world direction. If you are looking at the flames in the same direction of the wind, the wind factor was set to 0. In my firecamp, I would like to blend that with another behavior.
These were mesh particles (basicaly three planes side by side) with a continuous uv space that went in U from -1 to 2.
The flames were intially drawn on the center plane. The two adjecent planes were used when the flames had to react to the world wind,
Obviously this method created some overdraw issue. But in general, you could used a lot less particles to represent the whole thing. In the example, for each fire you see none of them used more than 7 particles, even for the larger ones. Yet, I would like to resolve this by offsetting the vertex if the wind is not strong enough (no gust) and for the part of the mesh that is not affected (wind direction)