Mailing List
Home
Forum Home
Softimage
Carrara
trueSpace
Dir3d-l
Maya - a powerful 3D animation and visual effects software
Macromedia Flash Development
Subjects
Cameras
scaleDown command
black out solved
Aircraft Tutorial
Mathematical XYZ ?
Its done This vs That
Its done first week
recommendations for screen video captures?
3DExplorer "Oddity "
New Director
ProTeam renewals
Fuel 's new websites (X post)
Blue peter create a make toy
targeting groups question
XPost: Shockwave 3D game ( sort of )
RES: RES: RES: Fish Modeling
Emitting particles from object intersection
Fuel 's new websites (X post)
Texturing
Big Break Contest Videos
New Plugins
Models and Texture on my updated site
Error Installing Patch tS6 6
Plasma?
Looking for Inspiration
Weird EMail Q
It 's done first week ?
Cherry not cranberry
New game
Camera Animation Problem
Particle plugins?
 
Shading and shaping particle systems

Shading and shaping particle systems

2004-02-19       - By Andrew Turner

 Back
Reply:     1     2     3     4  

Hi Giles -

Do you have a sample image illustrating the problem?

I can somewhat follow what you're saying but get lost rather quickly ;) no
coffe yet.

Cheers
Andrew

From: "somua352002" <somua352002@(protected)>
Reply-To: Carrara@(protected)
Date: Thu, 19 Feb 2004 10:35:06 -0000
To: Carrara@(protected)
Subject: [Carrara] Shading and shaping particle systems


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



To unsubscribe send a message to
Carrara-unsubscribe@(protected)






Yahoo! Groups Links
To visit your group on the web, go to:
http://groups.yahoo.com/group/Carrara/

To unsubscribe from this group, send an email to:
Carrara-unsubscribe@(protected)
<mailto:Carrara-unsubscribe@(protected)?subject=Unsubscribe>

Your use of Yahoo! Groups is subject to the Yahoo! Terms of Service
<http://docs.yahoo.com/info/terms/> .





[Non-text portions of this message have been removed]



To unsubscribe send a message to
Carrara-unsubscribe@(protected)

Yahoo! Groups Links

<*> To visit your group on the web, go to:
    http://groups.yahoo.com/group/Carrara/

<*> To unsubscribe from this group, send an email to:
    Carrara-unsubscribe@(protected)

<*> Your use of Yahoo! Groups is subject to:
    http://docs.yahoo.com/info/terms/