Complex UV Layout in Maya
Over the last couple of years UV layout in Maya has changed for the better. In this course we're going to be taking a look at some of those changes as we UV map an entire character
# 1 23-11-2004 , 03:18 AM
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about particles color



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Last edited by flyman; 23-11-2004 at 03:21 AM.
# 2 23-11-2004 , 03:35 AM
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To color emitted particles with a texture:

Add a surface emitter to the surface.
Select the emitted particles and add a per particle color attribute (rgbPP) and a per particle opacity attribute (opacityPP) from the Add Dynamic Attributes section of the Attribute Editor.

Select Window > Hypershade.
If you need to create the texture, do so now. See Rendering for details. You don't need to make the texture a part of a shading group. After you create the texture, make sure it's visible in the Hypershade. Leave the Hypershade displayed on your screen.

In the Outliner, select the emitter; it's indented under the emitting surface object.
Display the Texture Emission Attributes section of the Attribute Editor.
Middle-drag the texture's icon from the Hypershade onto the Particle Color attribute in the Attribute Editor.
Turn on Inherit Color.

When you rewind and play the scene, the particles emit from the texture with the same color and position as the texture. Note that you must turn on Shading > Smooth Shade All to see particle colors in your scene.

Turn on the following attributes as desired:
Inherit Opacity

Gives the particles the texture's transparency using the alpha information-Alpha Gain, Alpha Offset, and Contrast (if present). If you turn on Inherit Opacity, you can use the following attributes:

Use Luminance

Uses the texture's luminance rather than alpha information as the source of transparency.

Invert Opacity

Gives the particles a transparency opposite the texture's transparency, whether from alpha or luminance.

Note:
If you set the opacityPP attribute of the emitted particle with an expression or other technique, the attribute value overrides the above attributes.


Did that help at all?


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
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# 3 23-11-2004 , 06:50 AM
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hey¬¬man.you are cool!

I try it now!
BTW:you dont need to sleep?


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# 4 24-11-2004 , 01:53 AM
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Hehe, I hope that helped, but keep in mind, my suggestion was verbatum from the (Maya 5) documentation, so make sure to bake your texture obviously (if you so choose) before you do thisuser added image

Also, as the other mods will attest, esspecially, dave and kevin, SLEEP IS FOR THE WEAK!!!!! hehe, LOL!


Good luck!


Israel "Izzy" Long
Motion and Title Design for Broadcast-Film-DS
izzylong.com
# 5 26-11-2004 , 01:54 AM
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it works!
thanks man.
unsleep guys¬¬¬¬


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