particle question 2005-03-04 - By Aloys Baillet
Back Just to be more clear: run this JScript:
NewScene(null, null); CreateParticleCloud("", "Grid"); SelectObj("PEmitter", null, true); Scale(null, 10, 10, 10, siRelative, siLocal, siObj, siXYZ, null, null, null, null, null, null, null, 0); Create2DMap(null, "Texture_Map", siDefaultPropagation); CreateProjection("PEmitter", siTxtPlanarXZ, siTxtDefaultSpherical, "Texture_Support", "Texture_Projection", null, null, ""); SetInstanceDataValue(null, "PEmitter.Texture_Map.UVReference", "Texture_Projection"); SetValue("cloud.cloud.ParticlesOp.PEmitter_emission.MapColor", true, null); ApplyOp("MapCompOp", "PEmitter.Texture_Map;PEmitter.PEmitter_emission.MapColor", null, null, null, 0); SetValue("cloud.cloud.ParticlesOp.PEmitter_emission.Rate", 500, null); SetValue("cloud.cloud.PType.LiveForever", true, null); SetValue("cloud.cloud.ParticlesOp.PEmitter_emission.Speed", 0, null); PlayForwardsFromStart();
Then run this one:
SelectObj("cloud", null, null); SetParticleInitState("cloud", 0); FirstFrame(); SetValue("cloud.cloud.ParticlesOp.PEmitter_emission.Rate", 0, null); CreateForce("Turbulence", ""); PlayForwardsFromStart();
Cheers,
On Fri, 4 Mar 2005 20:23:04 +0100, Aloys Baillet <aloys.baillet@(protected)> wrote: > Hello Bob, > > You can achieve this effect by playing with the Particle Color > attribute, or with the Particle UVW attribute. > With the first one (the simpler) you just have to enable the > Emission->MapColor (in the Emission tab of the Emitter PPG) parameter > and to connect it to a texture map with the texture projection you > need. > For the other, you will need to set the UVW of you particles by > script, and play in the render tree... > Don't hesitate to ask more if you need! > > Cheers, > > Aloys > > > On Fri, 04 Mar 2005 13:21:43 -0500, Bob Cobb <bob@(protected)> wrote: > > i have a bit of a question here which i think has been raised before but > > i really saw nothing in the archives that led me to believe it had been > > answered. > > > > i need to project a texture onto a particle cloud. i am trying to emit > > larger particles from a grid which are stationary in the beginning so > > that when looking down at them they basically fill the screen and are > > showing the projected image. then once i crank the wind up i want them > > to blow off the screen with each little particle taking a piece of the > > image with it. now i tried the texture map thing but obviously this only > > colors the particle with the color that is in that area of the image and > > not actually the fragment of the image. just curious if anyone has had > > any luck with doing this or is it even possible. > > > > any help would be great. > > > > thanks > > > > bob > > vaporpost > > > > --- > > Unsubscribe? Mail Majordomo@(protected) with the following text in body: > > unsubscribe xsi > > > > -- > Aloys Baillet - TD / R&D @ La Maison - www.alamaison.fr >
-- Aloys Baillet - TD / R&D @ La Maison - www.alamaison.fr --- Unsubscribe? Mail Majordomo@(protected) with the following text in body: unsubscribe xsi
|
|