How to disable shadows for particle emitter

Hello,

i have some trouble with shadows and particle emitters which are thrusters for the ship, i want them to ignore shadows, unsuccessfully (without shadows they look correct):
Shadows problem

emitters are set this way:
Thrusters setup


Material EngineSmoke : Common/MatDefs/Misc/Particle.j3md {
     MaterialParameters {
        Texture : Materials/flame.png
    }
}

i dont have any idea how to force emitters to completely ignore shadows, ideally completely ignore lighting (this seems they do), but stay alpha transparent (i tried Unshaded but it was failure)

any ideas how to solve this? :slight_smile:

Looking into the Translucent bucket.

Put your emitters in the translucent bucket instead of transparent.

If you use post processing (Filters) you need to add the TranslucentBucketFilter at the end of the filter stack.

sorry i forgot, i tried translucent, but is resolves one problem and caused another
Translucent thruster
it is over shadows, but also over anything :confused:

@nehon thx iā€™ll try

sorry shadows are this way


        // Add shadows
        dlsr = new DirectionalLightShadowRenderer(assetManager, 2048, 4);
        dlsr.setLight(sun);
        dlsr.setShadowZExtend(500f);
        viewPort.addProcessor(dlsr);
        fpp = new FilterPostProcessor(assetManager);
        //fpp.addFilter(new SSAOFilter(12.94f, 43.92f, 0.33f, 0.61f));
        fpp.addFilter(new BloomFilter(BloomFilter.GlowMode.Objects) {{
            setDownSamplingFactor(2.0f);
            setBloomIntensity(2f);
            setBlurScale(1.5f);
        }});
        /*fpp.addFilter(new DirectionalLightShadowFilter(assetManager, 2048, 4) {{
            setLight(sun);
            setEnabled(true);
            setShadowZExtend(500f);
        }});*/
        viewPort.addProcessor(fpp);

trying filter and renderer one at time

@nehon thank you, it worked like charm :slight_smile: damn why space ships requires so much thrusters :smiley:

if anyone experiencing bad shadows, like this:
Shadows Bad

and want better shadows, like this:
Shadows OK

the most influencing factor i found is setShadowZExtend(500f); (or any value up to 1000f). this is because by default, it is equal to camera far frustum, and imagine far frustum as far as 100000wu and one shadow map stretched to this size

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