godotengine / godot

Godot Engine – Multi-platform 2D and 3D game engine
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GPUParticles3D scale isnt affect particle if it's a billboard mode #74897

Closed krupitskas closed 1 year ago

krupitskas commented 1 year ago

Godot version

v4.0.stable.official [92bee43ad]

System information

Windows 11, Vulkan, Nvidia 3070TI

Issue description

While working on a simple fire effect with GPUParticle3D Im not able to change any scale of produced particles, see video attached https://user-images.githubusercontent.com/5683877/224907221-3a6ac10b-3890-4acc-959e-4d6ad029b43b.mov

Steps to reproduce

Create GPUParticle3D Set DrawPasses Pass 1 -> QuadMesh Create scale variation from 1 to 3 (it works) Change QuadMesh material to billboard -> scale isnt affecting QuadMesh anymore

Minimal reproduction project

N/A

and-rad commented 1 year ago

This used to work not too long ago. I'm currently bisecting to find where it broke.

AThousandShips commented 1 year ago

Duplicate of #74249, solution explained there

and-rad commented 1 year ago

Yup, Keep Scale in the material is probably not enabled here. @krupitskas can you see if the problem goes away when you enable it? scale

krupitskas commented 1 year ago

Yes, now it works. Oof, super not obvious 💀💀 Thank you for help @and-rad !

Calinou commented 1 year ago

Duplicate of https://github.com/godotengine/godot/issues/74249 (this isn't a bug).

See https://github.com/godotengine/godot/pull/18365 for original rationale as to why a opt-in Keep Scale property is needed.

adamscott commented 1 year ago

Closing as it is a duplicate.

clayjohn commented 1 year ago

For future reference, duplicate of https://github.com/godotengine/godot/issues/76328

We recently added keep_scale to particle billboards in https://github.com/godotengine/godot/pull/65353. Before that it was not needed when particle billboards were used.