Shading and shaping particle systems 2004-02-19 - By somua352002
Back Hi guys,
Long time lurker, rare poster, with a cry for help!
I'm fooling around with the particle systems, trying to make a stream of stars. The end result is for a still image, so I'm using rectangle particles as billboards and the particle sprite plugin to get them all facing the camera. When I drag my star shader onto them, they all shade as separate objects very nicely.
Now the tricky bit: I want to give the whole thing a cutaway effect - basically take out a pie-section of my ring of stars, or at least make them invisible. So far I've tried the following:
1) Boolean subtract a cube from my particle system. The problem with this is that it ends up with a vertex object, and my shader ends up smeared out across the whole system instead of nicely repeating on each individual rectangle.
2) Leave the cube separate. This seems to be catch 22 - if I have the cube visible then it blocks out the stars and background (or doesn't do anything if I make it transparent), while if I uncheck the visibility then it has no effect at all and might as well not be there.
3) Using "die on impact" with an invisible/transparent cube, but that doesn't seem to have any effect - and I think someone said a few days ago that the particle systems aren't aware of anything other than the ground...
So any ideas? Is there some way I can split my vertex object up into 5,000 little vertex objects, adjust my shader (I've got Eric's plugins), or best of all constrain my particle system to a set volume? Or should I just cop out and fake it with Anything Grows?
Thanks for your time...
Giles
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