Symbolic Posted May 7, 2008 Share Posted May 7, 2008 Hi, I am using MIguel P Quote Link to comment Share on other sites More sharing options...
SpencerL Posted May 7, 2008 Share Posted May 7, 2008 make sure in the sprite SHOP you are giving it the Cd and Alpha attributes. can you post a file? Quote Link to comment Share on other sites More sharing options...
Symbolic Posted May 7, 2008 Author Share Posted May 7, 2008 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. Quote Link to comment Share on other sites More sharing options...
SpencerL Posted May 7, 2008 Share Posted May 7, 2008 can you post a file? ....can you post a file? Quote Link to comment Share on other sites More sharing options...
Symbolic Posted May 8, 2008 Author Share Posted May 8, 2008 yeah... sorry... sprites_rnd_v2r7_forpost.hip Quote Link to comment Share on other sites More sharing options...
lynbo Posted May 8, 2008 Share Posted May 8, 2008 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- Quote Link to comment Share on other sites More sharing options...
Symbolic Posted May 8, 2008 Author Share Posted May 8, 2008 Hey SymbolicYou 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! Quote Link to comment Share on other sites More sharing options...
zasid Posted May 8, 2008 Share Posted May 8, 2008 (edited) 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 May 8, 2008 by zasid Quote Link to comment Share on other sites More sharing options...
Symbolic Posted May 9, 2008 Author Share Posted May 9, 2008 (edited) 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 May 9, 2008 by Symbolic Quote Link to comment Share on other sites More sharing options...
zasid Posted May 9, 2008 Share Posted May 9, 2008 Hey Symoblic Thank you fro the response.I will be looking forward to your file.This was some really good help. Quote Link to comment Share on other sites More sharing options...
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