From ed652948f6147f86cb14e2e695f5cb84088d6770 Mon Sep 17 00:00:00 2001 From: drewcassidy Date: Sun, 5 May 2019 12:30:56 -0700 Subject: [PATCH] Update 2019-5-4-Photorealistic-Particles.md --- _posts/2019-5-4-Photorealistic-Particles.md | 7 +++++++ 1 file changed, 7 insertions(+) diff --git a/_posts/2019-5-4-Photorealistic-Particles.md b/_posts/2019-5-4-Photorealistic-Particles.md index 6239142..c3e06ac 100644 --- a/_posts/2019-5-4-Photorealistic-Particles.md +++ b/_posts/2019-5-4-Photorealistic-Particles.md @@ -37,3 +37,10 @@ Possible future additions to this technique: - use more photos for a more smooth animation - rendering a spinning 3D model in blender instead of using photography +The source file is licensed under CC-BY-SA-4.0 and available [here](https://github.com/drewcassidy/ReStocked-Assets/raw/master/Textures/fx/restock-particle-rocks.psd). + +--- + +## UPDATE + +After writing this I discovered that the "UV Cycles" value I used to control how many times the flipbook animation playes over the life of the particle is not properly supported in-game due to a bug. I've opened a bug report [here](https://bugs.kerbalspaceprogram.com/issues/22109), but there is also a workaround using the "tiling" property of the material. I have a texture atlas of 4x2 images that I want to loop 5 times, so I set the tiling on the y axis of the texture to 5, and set the number of tiles in the particle to 4x10, effectively making the texture 5 times larger in uv-space. The flipbook is still only running once, its just running on a tiling texture.