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# 1 18-04-2013 , 01:30 PM
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Join Date: Sep 2005
Location: Netherlands
Posts: 130

RGBpp stays grey

Hi all,

I've imported a simple realflow bin sequence into maya, and want to use the RGBpp to color the particles using a ramp, but they don't get any colors, and it seems like it only follows the material that is set to the emitter. Am I doing something wrong? or is this something that is not possible?

With kind regards,

Kuweekee

Edit:

I've tested some more, i'm trying to render using Blobby surfaces, and even a normal emitter (non-imported, maya particles) stay grey. Only when I use Points in the hardware render, does it seem to change colors.


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Last edited by SilverBlood; 20-04-2013 at 12:07 PM.
# 2 22-04-2013 , 02:03 AM
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Location: South FL
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I'm supposing you want to have the particles change colors according to the ramp as they age. It'll use the default shader until you assign another. To color the particles:

Since you've added the rgbPP attribute already.
1.Right click the rgbPP attribute>Create ramp(by default the ramp will change the particle colors based on age)
2.In the "Lifespan Attributes" section, bump up the lifespan to a value that lets the particles live long enough to change colors.
3.Create a particleSampler node and plug that into whatever channel you want to color on whatever shader you've assigned to the particles.


- Genny
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# 3 22-04-2013 , 10:41 AM
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Thanks for the reply, I tried doing what you said, and indeed I get Colored particles now. However when I render in Hardware, particles that get close to eachother, mix the colors. (I'm using the emitterID from Realflow as ramp UV, there are 2 emitters) and while hardware render gives me some purple particles as they get close to eachother, any other renderer only lets them stay the color that I defined.

Is there another way to do this?


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