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The issue comes from using GPUParticles3D. Enabling Particle Billboard option to the standard material of the mesh pass creates a single instance of the mesh at origin. This instance even casts shadows but is not visible. It appears everytime the particles node starts emitting. Of course this instance does not belong to the particles themselves.
In the video, we can already see a shadow. It comes from this "ghost" instance. It appears everytime the particle systems restars.
screen_recorder-2023-03-09_16.53.53.mp4
Steps to reproduce
Add a GPUParticles3D node. Assign a standard material to the mesh pass and enable particle billboard. There will appear an outsider instance of the pass mesh at origin everytime the particle system restarts.
Godot version
4.0 Stable
System information
Ubuntu 22.04
Issue description
The issue comes from using GPUParticles3D. Enabling Particle Billboard option to the standard material of the mesh pass creates a single instance of the mesh at origin. This instance even casts shadows but is not visible. It appears everytime the particles node starts emitting. Of course this instance does not belong to the particles themselves.
In the video, we can already see a shadow. It comes from this "ghost" instance. It appears everytime the particle systems restars.
screen_recorder-2023-03-09_16.53.53.mp4
Steps to reproduce
Add a GPUParticles3D node. Assign a standard material to the mesh pass and enable particle billboard. There will appear an outsider instance of the pass mesh at origin everytime the particle system restarts.
Minimal reproduction project
particles_billboard_bug.zip
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