Texture or material on particles?
Hi,
Can anyone help me figure out how to apply a material or texture to particles? I already tried this: select particles Add Dynamic Attribute> Add Color checked "Shader" In hypershade (it popped up) created a material selected particles applied shader to particles Now they don't look any different in workspace or when I tried rendering them in the hardware render buffer thanks for any help |
Ah... the clue was when you said "HW render buffer".
First, what type of particles are you trying to render? (points, streak, sprites etc.) Lemme know when yo get a chance:) Also, check the docs for the following: 1. Add Dynamic Attributes - probably under dynamics and/or rendering ...more importantly, for rgbPP and shader application. TIPS DIRECTLY FROM THE MAYA 4.5 DOCS: Quote:
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Hi,
I have tried every particle type, and also the corresponding render method. For the s/w particle types I tried the software render, and all the other types (points, streaks, etc..) I tried the hardware render buffer. I did try to use Add Dynamic attribute "Add Color" and followed all the steps from the docs on the subject (same page you supplied). Still no luck It seems though that when I try to make a material, then use a ramp for color, it's the part that doesn't work. The other difference is that in the docs it says when you check "shader" under Add Color, it will open the multilister, but my Hypershade opens up instead. (Can you use the ocean shader on particles? I'll try that too) thanks ragecgi |
Ok, I don't have much experience with HW particle render properties, but I just tried something, and it seemed to work....sort of...
And I know this doesn't much help your current situation, but it MIGHT lead you to something that might help... Basicly this is about the Particle ageMapper node. So say you map your particles with a ramp that goes from red(top), to green(middle), to blue(bottom). Over the life of the particle, the particle will start red, then when it's about to die, it reaches the bottom of the ramp, and by then, it'll be blue. NOTE: you CAN map textures to the colors as well for funky effects! OR - you can kill off 2 of the ramps colors, leaving you with ONE... YOUR texture. So, instead of the particles cycling through the ramp, it only sees one "color" and uses that the whole time. KEEP IN MIND, I've ONLY gotten this to work so far tonight on the HW Sphere type of particle! not sure about the rest.... So, to start: When you get to the Dynamic attributes part, select SHADER, move the hypershade out of the way of that small pop-up, then *ALSO* select the: "Add Per Particle" option. You will notice that in the Per Particle (Array) rollout, a new "rgbPP" attribute has been created. RIGHT-CLICK in the box next to the "rgbPP" text, and choose: "CREATE RAMP". (mess with the option box later, and tell us what it does! :) ) Now, an "<- arrayMapper1.outColorPP" node will be in the box. RIGHT-CLICK over THAT text, and move your mouse over the ONLY button that will appear, and it has a SUB-menu flyout where you can choose the magic button! Choose this: "Create rgbUPP - > arrayMapper1.uCoordPP Watch in splendor as your particles now become RED! whoohoo! (red being for the top-most color in the ramp) NOT DONE YET! hehe... NOW, simply right-click over the rgpPP node text and choose: EDIT RAMP, OR in the hypershade, simply edit the ramp from there. I tried applying a checker 2d texture to the red, and it DID show up, but because of the nature of the ageMapper, the checker flew by so fast, I didn't even realize it was there. Just amke your particle lifetime a bit longer, and you'll be fine:) NOTE: If you selected the PER OBJECT: NOTHING will seem to have changed. BUT! Look in the RENDER ATTRIBUTES rollout, and there will be 3 keyable settings that you can MAP a TEXTURE to INDIVIDUALLY by RIGHT-CLICKING over the text for the color you want to effect. PS: My Hypershade appears too when I try to apply a shader:) The doc's scare me how they are NOT at ALL user freindly... |
Wow! Uh...I'll start on that right away.
Thanks for all your help and I'll let you know what happens! Yeah, not a big fan of the docs either, took me a while just to find the little that I did. :banghead: |
SWEET!
It's working just like I wanted! Thank you thank you thank you. I'll keep working on all of it and let ya know. thanks again ragecgi, you rock |
No prob!
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