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Old 24-03-2003, 09:59 PM   #1
dave_baer
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Default RAMPS ON PARTICLES

Making exhaust.

I need an idea of how to apply a ramp to a particle so that it becomes more transparent as it travels farther away from the emitter. Is this done in the properties or do I need a mel script for it?
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Old 25-03-2003, 12:31 PM   #2
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You need to add an opacityPP attribute to the particleShape and map it with a ramp.

This is done in the attribute editor by clicking the Opacity button under Add Dynamic Attributes.
From the dialog that pops up choose Add Per Particle Attribute.
Now you should see an opacityPP under the Per Particle (Array) Attributes section.
Right-click on the field next to it and choose Create Ramp. A text "<- arrayMapper1.outValuePP" appears in the field.
Right click on the text and choose "<- arrayMapper1.outValuePP -> Edit Ramp".
By default the ramp is a white to black (bottom to top) gradient and is driven by the particle's age. This means that at birth the particle is completely opaque and at death it's completely transparent. Edit the ramp and see what happens...
To add more randomness you might want to change the particles lifespan to Random Range and play with the settings.

I know this wasn't exactly what you asked but if you really want the opacityPP be driven by the distance travelled you'd need to write a per particle runtime expression which could get a bit involved (but not impossible)...

Hope this helps...
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Last edited by kbrown : 25-03-2003 at 12:36 PM.
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Old 25-03-2003, 02:11 PM   #3
dave_baer
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Actually, kbrown, that's perfect. Thanks!

I remember that method. I used it in school, that's why I knew to add a ramp to the particle to make it fade. I just couldn't remember the method to do it. (getting old)...

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Old 25-03-2003, 02:54 PM   #4
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Dam Kbrown! hehe... you got to the post before I did.. hehe...

Been out of town...

Great answers btw Thanks!
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