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Smoke Shader application.


Symbolic

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I will try to post an example...

It is confusing... because first of all there are two shaders:

1) the actual smoke sprite shader.

2) mantra procedural shader.

You can apply the sprite shader at POP level... with the sprite POP...

You can apply a material pack that has the sprite shader and the procedural shader at geometry level with a material SOP...

You can apply the sprite shader and the procedural shader at the object level...

So I have tried everything... but could not get the opacity of my smoke go down... as it fades out in the viewport...

I am using a Color POP in my POP network... with a RAMP and alpha settings...

Thanks.

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Hey Symbolic

You need to type "Cd Alpha" into the attributes box in the vm_geo_sprite1 node,

in your shopnet1/material1 network.

This passes the attributes up to the material so that Mantra can render them

This gets me all the time, you would think I'd have learned by now.

HTH

-Lyn-

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Hey Symbolic

You need to type "Cd Alpha" into the attributes box in the vm_geo_sprite1 node,

in your shopnet1/material1 network.

This passes the attributes up to the material so that Mantra can render them

This gets me all the time, you would think I'd have learned by now.

HTH

-Lyn-

Thanks! I think it worked! :)

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Hello Symbolic,

These are some is some really nice results in your file. Can you please post the final hip file with few explanation like wats going on in the Partcile sop.

Such as CMASS and why did u declare those attributes as In general sprite setups u don't decalare any attribute. Will be thankful for your response on that.

regards,

zasid

Edited by zasid
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Hi zasid,

I will try to post an example... but i will be away for a while... so i am trying to organize some stuff... and I am short on time.

:(

The attributes in the POP network does not have anything to do with the sprites. The core of a sprite system is the particle behavior... so attributes are used to control the behavior of the particles...

$CMASS is a custom attribute that I have created to control the mass of the particles... so they get effected by the drag in a more unpredictable manner...

So you can use attributes like $LIFE, $AGE, $ID etc... and store them as colors... which helps the visualization as well...

you can use expressions like "fit, clamp, pow, etc." to manipulate results of different attribute operations...

This will help you create the exact behavior.

The "Property POP" is a very important one... you give a character to your particles through it...

Hope this helps.

Edited by Symbolic
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