diff --git a/scene/3d/cpu_particles_3d.cpp b/scene/3d/cpu_particles_3d.cpp index 0dc9834539d..db7b80683c1 100644 --- a/scene/3d/cpu_particles_3d.cpp +++ b/scene/3d/cpu_particles_3d.cpp @@ -880,7 +880,7 @@ void CPUParticles3D::_particles_process(double p_delta) { } break; case EMISSION_SHAPE_RING: { real_t ring_random_angle = Math::randf() * Math_TAU; - real_t ring_random_radius = Math::randf() * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius; + real_t ring_random_radius = Math::sqrt(Math::randf() * (emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius); Vector3 axis = emission_ring_axis == Vector3(0.0, 0.0, 0.0) ? Vector3(0.0, 0.0, 1.0) : emission_ring_axis.normalized(); Vector3 ortho_axis; if (axis.abs() == Vector3(1.0, 0.0, 0.0)) { diff --git a/scene/resources/particle_process_material.cpp b/scene/resources/particle_process_material.cpp index f0dfa6b749e..0b65b332402 100644 --- a/scene/resources/particle_process_material.cpp +++ b/scene/resources/particle_process_material.cpp @@ -634,7 +634,7 @@ void ParticleProcessMaterial::_update_shader() { if (emission_shape == EMISSION_SHAPE_RING) { code += " \n"; code += " float ring_spawn_angle = rand_from_seed(alt_seed) * 2.0 * pi;\n"; - code += " float ring_random_radius = rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius) + emission_ring_inner_radius;\n"; + code += " float ring_random_radius = sqrt(rand_from_seed(alt_seed) * (emission_ring_radius - emission_ring_inner_radius * emission_ring_inner_radius) + emission_ring_inner_radius * emission_ring_inner_radius);\n"; code += " vec3 axis = emission_ring_axis == vec3(0.0) ? vec3(0.0, 0.0, 1.0) : normalize(emission_ring_axis);\n"; code += " vec3 ortho_axis = vec3(0.0);\n"; code += " if (abs(axis) == vec3(1.0, 0.0, 0.0)) {\n";