Looking for a way do stretch particles according to emitter movement and/or apparent camera movement as well
Right now, stretch particles work ok (not perfect, but ok) considering their own speed/direction in relation to the emitter and according to how camera moves.
But it only accounts for real camera movement, not relative movement between camera and particles themselves. It doesn't even take camera rotation into account.
Also, you can simulate particles in local space so you can brandish the emitter and you'll get no stretching relative to this.
How can this be solved?
Your answer
Follow this Question
Related Questions
how to stop particles shrink texture 1 Answer
How can you create non circular rocket flame particle effect? 0 Answers
Is there a way I can control parameters within a shader via the particle system 0 Answers
Include and exclude windzones from particle systems 0 Answers
Having Player light torches Using Particle System and OnCollisionEnter? 1 Answer