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controling the opacity
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  • Total Posts: 5
  • Joined: 19 September 2008 09:20 AM

if I put a texture on my rectangle particles they stop reacting to the compounds controlling the transparency in the ice tree - particles are always opaque.
please, is there the way to control textured particles transparency in the ice tree?
thanks



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  • CiaranM
  • Posted: 25 September 2008 09:07 AM

Try bringing particle attributes (e.g. color) into the render tree to control the transparency of the texture.



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Well, if you assign the texture to the particles - it’s already in the render tree? isn’t it?
the whole point of using ICE for texture manipulation is to have the ability to use particle dynamics? like particle age - is there any way to change texture transparency in ICE
thanks



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Yes you can read texture transparency. You should calculate the particle transparency after assign a texture to it or at the same time. If you want the alpha of the texture to appear in the particle transparency you need to actually use the texture alpha in the particles. Is that what you want?

If you need to render the particle with the texture, but use the particle color alpha, you should be able to bring the particle color in your rendertree, then you extract the alpha from it and use in the transparency channel of your shader…

Remember You can store whatever attribute you want in the ICEtree and read in the Rendertree. You could store a specific scalar attribute for example, called “MyAlpha” that comes from the particle color alpha…
Whatever works for you.



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I am getting hopeful )))
If only I knew how to bring attribute from ICE to render tree
yes I want to control particle alpha in the render tree and it would be great to be able to use texture alpha on particle transparency
I am only one week in XSI (converting from Maya) so be patient with me
how can I store specific attribute in ICE, how can I use it in render tree and how can I use texture alpha in ICE?
please share the knowledge ))))
thanks



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  • CiaranM
  • Posted: 26 September 2008 02:54 AM

[quote=pashunya;11767]Well, if you assign the texture to the particles - it’s already in the render tree? isn’t it?
the whole point of using ICE for texture manipulation is to have the ability to use particle dynamics? like particle age - is there any way to change texture transparency in ICE
thanks

Well, yes they have the color from your render tree texture, but they also have a color attribute, which you control in the ICE tree. If you want to use that in the render tree, you simply need to use the render tree color attribute node and point it at the correct attribute from your pointcloud.

If only I knew how to bring attribute from ICE to render tree
yes I want to control particle alpha in the render tree and it would be great to be able to use texture alpha on particle transparency
I am only one week in XSI (converting from Maya) so be patient with me
how can I store specific attribute in ICE, how can I use it in render tree and how can I use texture alpha in ICE?

If the attribute is initialised on the particles, in the render tree use an attribute node of the correct type i.e. scalar attribute if you want the particle’s age attribute. That scalar value can now drive textures in the render tree. You need to initialise custom attributes (e.g. myAge), to do so just pass data through the set data node on the ICE tree. You can then import the attribute the same way, to your render tree.



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