I've created a bunch of particles simulations but I got stuck in the rendering/lookdev phase.
In this example for instance, I have
and I have a wrangle use to shade the particles set as such:
code vex]@emitint = @brightness * chf('mult');
float fader = fit01(@Time,0,1);
@emitint*=fader;
@opac = 0.025;
@opac *= fader;
@emitint *= abs(@age-1);
float cdrand = (@age+rand(@ptnum)-1);
v@emitcolor = chramp('clr_ramp',cdrand);
Everything is looking as expected, but what I can't get my head around is how do I get my particles to be/have some sort of emissive property in order to actually cast light to the objects around them.(Mantra)
Any ideas?
cheers,
Ivan

