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How to rendering particles with different sprites?


fragmentzero

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Hello,

I am trying to render two different particle groups with unique sprites.

But no matter how I do it, they all are being rendered with the same sprite.

In my current implementation (file attached), I am using 2 POPNETs with 2nd one using 1st as source and spawning when 1st dies.

They both have their groups and sprites nodes in separate POPNETs.

I also tried split node in a single POPNET but same issue.

It works well if I use geometry instancing.

How can I control sprites assignment based on pop groups?

Thanks

POP_Sprites_Test_01.hipnc

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  • 1 year later...

Hi Vishang,

 

The attached file collides a POP Steam into a box, creating a collision group called xxx. Then 2 POP Sprites are indexed to the same Sprite Sheet which has 2 images. The first sprite writes the first indexed image onto all particles in the stream and then second POP Sprite overwrites the second sprite image onto the collision group.

 

You can use the Mosaic COP to create the Sprite Sheet. Peter Quint has done a recent video on Vimeo on that. 

 

I've just sorted this out for myself so I'm sure there are better approaches. I'm not sure why the sprite images don't show up in the scene view but you'll need to use the render view to see the results. 

 

I'm sure you could just use one POP Sprite with any number of groups by writing an expression in the Sprite Index to assign each indexed image to a group using "chs" or and op: path but I haven't had time to sort that out. 

 

kevin

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  • 2 months later...

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