My goal is to create particles that exhibit the characteristics of a Phong material, which means they react to light. I have been using the "createMultiMaterialObject" method to achieve this, and it has worked well for the most part. However, I have encountered an issue where the particle size is being ignored, resulting in strange triangle shapes instead of the intended effect. Here is the code I have been using:
var ringGeometry = new THREE.TorusGeometry( rad, ringSize, 1, 200, Math.PI * 2);
materials = [
p2paterial = new THREE.MeshPhongMaterial({shading: THREE.SmoothShading, blending: THREE.AdditiveBlending, transparent: true, color: ringColour, ambient: 0x000000, specular: 0xffffff, shininess: 1, vertexColors: false } ),
pmaterial = new THREE.ParticleBasicMaterial( { size: 1, transparent: true, vertexColors: true } )
];
singleRing = new THREE.SceneUtils.createMultiMaterialObject(ringGeometry, materials);
I'm seeking guidance on how to adjust the particle size to be 1 each to achieve the desired effect. I believe it's just a matter of tweaking an option, and I'm close to reaching my goal.