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Converting GPUParticles3D to CPUParticles3D (or vice versa) doesn't preserve ring emission shape properties. In comparison, most other emission shape properties (point, box, sphere, sphere surface) are preserved both ways.
This should be straightforward to resolve by modifying gpu_particles_3d.cpp and cpu_particles3D.cpp's convert_from_particles() methods. Read the properties from the source node and apply them to the newly created node.
GPUParticles3D
Before converting to CPUParticles3D
After converting to CPUParticles3D
CPUParticles3D
Before converting to GPUParticles3D
After converting to GPUParticles3D
Steps to reproduce
Create a CPUParticles3D node with a ring emission shape and non-default values for the height, inner radius, outer radius and angle.
Convert it to GPUParticles3D using the menu at the top of the 3D editor viewport.
Notice how the ring reverts to its default cylinder-like appearance.
Change the properties in ParticleProcessMaterial, then convert it back to CPUParticles3D.
Notice how the shape reverts to its default cylinder-like appearance again.
Tested versions
System information
Godot v4.4.dev7 - Windows 10.0.22631 - Vulkan (Forward+) - dedicated NVIDIA GeForce RTX 4090 (NVIDIA; 32.0.15.6636) - 13th Gen Intel(R) Core(TM) i9-13900K (32 Threads)
Issue description
Converting GPUParticles3D to CPUParticles3D (or vice versa) doesn't preserve ring emission shape properties. In comparison, most other emission shape properties (point, box, sphere, sphere surface) are preserved both ways.
This should be straightforward to resolve by modifying
gpu_particles_3d.cpp
andcpu_particles3D.cpp
'sconvert_from_particles()
methods. Read the properties from the source node and apply them to the newly created node.GPUParticles3D
Before converting to CPUParticles3D
After converting to CPUParticles3D
CPUParticles3D
Before converting to GPUParticles3D
After converting to GPUParticles3D
Steps to reproduce
Minimal reproduction project (MRP)
test_particles_ring_conversion.zip
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