Tobias Tobasco: Sketch #48

I had some time this evening to try out an idea I always wantet to test.
It’s maybe not the perfect usecase, but the idea is intersting nonetheless, so I thought I’d share it.

Basically I’m sampling the GBuffer to spawn particles based on luminance and I color them also via GBuffer.
In addition, to break up the spawning, I sample a WorldAlignedTexture, which pans and is also used for the ‘rejection’ sampling.

The result looks like this:

I’ve done this quick and dirty, just for testing, here is the breakdown, in case it helps anyone :slight_smile: :

In case your SceneColor doesn’t sample correctly, you can always try BaseColor instead, just make sure you’ve actually plugged something into BaseColor wherever you want to sample it, e.g. here my burning wood decal material:

This method could also be used to only spawn on a specific SceneColor color, rather than luminance based. E.g. only on Red.

That’s it, hope it sparks some ideas for other people :slight_smile:

2 Likes