Tom Posted March 2, 2012 Share Posted March 2, 2012 Hi, I would like to know how I can render particle color with ramp using Life attribute from particles, but I want to do this with shader not coloring particles itself, so I can save some memory from particles. I usualy do this by adding color POP in particle network and change color to Ramp and lookup to Life. Thanks in advance, Tom Quote Link to comment Share on other sites More sharing options...
symek Posted March 3, 2012 Share Posted March 3, 2012 Hi, I would like to know how I can render particle color with ramp using Life attribute from particles, but I want to do this with shader not coloring particles itself, so I can save some memory from particles. I usualy do this by adding color POP in particle network and change color to Ramp and lookup to Life. Thanks in advance, Tom You can make the age a real attribute manually in SOPs (otherwise it's a first component of life[2]), and use it in a shader. So in VOPSOP/POP, you add normalized attribute nAge = age/life, and down the chain in a shader, create the parm nAge to drive your ramp with it. Quote Link to comment Share on other sites More sharing options...
Tom Posted March 3, 2012 Author Share Posted March 3, 2012 (edited) You can make the age a real attribute manually in SOPs (otherwise it's a first component of life[2]), and use it in a shader. So in VOPSOP/POP, you add normalized attribute nAge = age/life Ok, this is easy... , and down the chain in a shader, create the parm nAge to drive your ramp with it. Now I quite dont understand this. I tryed to make this but it didnt worked. Could you make a simple .hip? Shaders are real pain (for me) when it comes to modifying them Edited March 3, 2012 by Tom Quote Link to comment Share on other sites More sharing options...
symek Posted March 3, 2012 Share Posted March 3, 2012 Here you go, as easy as can be. This is H12 hip file. ramped_age.hipnc 1 Quote Link to comment Share on other sites More sharing options...
Tom Posted March 3, 2012 Author Share Posted March 3, 2012 Here you go, as easy as can be. This is H12 hip file. Thanks! I actualy failed on exporting VOPSOP attribute, I did it with Parameter node with Export on Always My shader workflow was same as in your example. Quote Link to comment Share on other sites More sharing options...
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