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| How do I tell me my ICE particles to render using the color from the ICE tree?
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Hi,
I know this is very simple, but I cannot figure out, how to render my particles using the color setup from the ICE tree?
They look fine in the viewport, but when I render they use the shader from the rendertree.
I’ve tried to connect the ‘Attribute_Color’ node to a shader, but then they just turn white.
Any help?
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well it’s very tempting to write RTFM :)
double click the Attribute_color node, and select the color or init_color instead
of the default color.. which is white..
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Thanx for answering so quickly.
I had read the manual and tried what you suggested already, but it seems to be working fine now, so I don’t know what went wrong in the first place..
Unfortunately I have another problem now..
I want my particles to change color as they grow ‘older’, and I’m using a ‘particle_gradient’ to do so. I have also given my particles an age limit, and tested that it works (which it does - they die :).
However, all my particles come out with only the first color from the gradient - no matter how old they are.
I have set the ‘Per Particle:Age% Intensity/Influence’ to 1 and the ‘Per Cloud Density Intensity’ to 0, and I don’t have anything connected to the gradient node.
Any ideas?
I would very much like to upload screen shots, but I don’t any place to do so, so hopefully the above makes sense..
Thanx again,
Peter
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your render tree should look like this (for example):
Particle_Gradient-> into color of Particle_Renderer->into volume of material
[v] Override Particle Color in Particle_Renderer
Of course you can colorise particles directly in ice.
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hehe.. sorry if I sounded harsh.. it was meant to be a joke :)
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Thanx for helping..
I still can’t get it to work though..
I need to pipe the gradient into the input slot of a sprite node (which is then piped into the material nodes surface input), as I’m using it to render out at a pass, where the particles change color as they age.
The reason for the sprite node is that I have 4 different animated sequences on the particles, and thus I need them to keep the same shape as they have in the other passes (done through the sprite nodes matte input).
So I can’t use the volume shader, but I’m sure it must be possible to make it work through a sprite shader..
/Peter
P.s.No worries, Oz Adi.. It’s fine to expect from people that they look in the manual first.. Unfortunately it hasn’t helped me so far in this case :-)
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I think particle_gradient is only to be used by volume shaders (?)
Anyway,
i’m not sure if I understand what you trying to do,
but you can plug in ICEtree Modify Particle Color to get color gradient by age,
and in RT plug atrribute color to sprite input.
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i been trying to set ice and render tree as you set,
i am trying to “Blow away” and image,
everything works fine with ice, i just did a grid, set a texture map, and connect it in ice,
but when i need to render the particles nothing happen, i cannot see the dots or any thing else, i am trying to get a “Sand” kind of look
any one got a similar problem?
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as long as you have a particle age limit set on your particles, you can use the modify particle color compound and set it to use age percentage as an input.
Then set up your RGBA gradient accordingly within the compound
In the rendertree, use an attribute color set to ‘color’ to pull the modified color over age percentage to drive your rendered particle color.
Adam
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if the particles aren’t rendering the two things I would check for are
particle shape.. set it to something like sphere
Particle Size - are the particles too small to see
Is your aliasing high enough to pick up the points?
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yep i got it,
set the “set color” and as input, i need to give a “property” of TEXTURE MAP to my object first, dosnt work with the regular map, is like setting a map for hair.
and then put the texture map as imput of the color, and then execute.
(Also needed to change the size) to be able to see them on the render,
thanks =).
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