fragmentzero Posted March 18, 2013 Share Posted March 18, 2013 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 Quote Link to comment Share on other sites More sharing options...
kev2 Posted March 22, 2014 Share Posted March 22, 2014 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 Quote Link to comment Share on other sites More sharing options...
fragmentzero Posted June 7, 2014 Author Share Posted June 7, 2014 Hi Kevin, I am not familiar with COPs at the moment but will look into it. Thanks for the tip. Quote Link to comment Share on other sites More sharing options...
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