itriix Posted March 18, 2009 Share Posted March 18, 2009 Hello everyone, i'm disintegrating a 3d world, which has a camera projection of the shot applied to it. a noisey shape grows over time and is used as a bounding box for grouping the points in the city that are going to be emitting while in the group. I would like the particles to fade as they age and ALSO fade as they approach the camera location because i don't want them in the calculation for motion blur. plus it'll look a bit cleaner. please let me know if you have any thoughts Quote Link to comment Share on other sites More sharing options...
storyteller Posted March 18, 2009 Share Posted March 18, 2009 (edited) Hi, you can use a Colour Node in you POP Network and set the Alpha expression to something like (1-$LIFE) * clamp(0.03*distance($TX,$TY,$TZ,origin("","/obj/cam1","TX"),origin("","/obj/cam1","TY"),origin("","/obj/cam1","TZ")),0,1) . You can see the effect in the "Details View", having the Colour Node selected. particle_alpha.hipnc Edited March 18, 2009 by storyteller Quote Link to comment Share on other sites More sharing options...
itriix Posted March 19, 2009 Author Share Posted March 19, 2009 Hi,you can use a Colour Node in you POP Network and set the Alpha expression to something like (1-$LIFE) * clamp(0.03*distance($TX,$TY,$TZ,origin("","/obj/cam1","TX"),origin("","/obj/cam1","TY"),origin("","/obj/cam1","TZ")),0,1) . You can see the effect in the "Details View", having the Colour Node selected. Thanks Storyteller, Your example works but i have a couple questions. first off, is there anything different about using this inside my popnet and using a point node in the geo level, with the same equation in the Add Alpha Tab..? How can i make it so that everything is "full alpha" based on $LIFE only, all the way up to a "distance" from the "camera" as soon as it reaches that distance, it "falls off fairly rapidly before getting to the camera completely". Quote Link to comment Share on other sites More sharing options...
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