Bernard Posted May 25, 2007 Share Posted May 25, 2007 Hello, I've got an object colliding with a sprite particle system (flames). Out of this collision I generate particles with the collision POP and split POP (sparks). Now I want to render my flames as Sprites and the sparks( split particles) as points. How can I setup this system, cause for the moment all my particles are rendered as sprites...? many thanks, bern Quote Link to comment Share on other sites More sharing options...
old school Posted May 25, 2007 Share Posted May 25, 2007 You should be using a collect POP to bring the source chain and the split chain together if you aren't already. You have two particle primitives created: one from the Source POP and one from the Split POP. This gives you quite a few options. You can verify this by pressing the MMB to get the info on any of the POPs in the network. You can add the requisite Sprite POP to the Source POP chain (before it feeds in to the Split POP). Then on the Split POP chain, you can put your Render POP and the Property POP to randomize the size if you wish. Now outside in SOPs after the Particle SOP, use two delete SOPs to split up the two primitives. One set to primitive 1 and the other to 2. Because the Sprite procedural is currently set upa at the Object level in H8, you have to create a new object and either merge in the splits or the sprites in to this new object. It doesn't matter. Just make sure that the object rendering the sprites is set to use the sprite procedural. You end up with two objects: Sprites and particles. Quote Link to comment Share on other sites More sharing options...
Bernard Posted May 26, 2007 Author Share Posted May 26, 2007 You should be using a collect POP to bring the source chain and the split chain together if you aren't already.You have two particle primitives created: one from the Source POP and one from the Split POP. This gives you quite a few options. You can verify this by pressing the MMB to get the info on any of the POPs in the network. You can add the requisite Sprite POP to the Source POP chain (before it feeds in to the Split POP). Then on the Split POP chain, you can put your Render POP and the Property POP to randomize the size if you wish. Now outside in SOPs after the Particle SOP, use two delete SOPs to split up the two primitives. One set to primitive 1 and the other to 2. Because the Sprite procedural is currently set upa at the Object level in H8, you have to create a new object and either merge in the splits or the sprites in to this new object. It doesn't matter. Just make sure that the object rendering the sprites is set to use the sprite procedural. You end up with two objects: Sprites and particles. Thanks old school, is it possible to post a little hip file, cause I don't get it to work.... Quote Link to comment Share on other sites More sharing options...
old school Posted May 26, 2007 Share Posted May 26, 2007 The Collect POP get's some new users to POPs. Here's a simple example file. sprites_spheres_pop_combo.hip I created two objects on top of the particle object: sprites, sparks that object merge in the correct particle primitive. Note that in the viewport, you can only see all your particles as either points, lines or sprites. There's currently no way to set the display type for each particle primitive. You have to render to see the different particle primitives render as sprites and in my case capped tubes. Quote Link to comment Share on other sites More sharing options...
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