# Particle lighting : cos + sin is a good solution ?

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Hi,

Using cos and sin you can compute the normal for the particle lighting :

n.x = -cos( pi * uv.x );
n.y = -cos( pi * uv.y );
n.z = sin( pi * length( uv ) );
n = normalize( n );

Is it a good way or a better way exists ?

Thanks

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