Re: Shading and shaping particle systems 2004-02-19 - By somua352002
Back Samples posted in a new folder called "Particle Problems" in the files section. Hope these give some idea of what I'm trying to do...
Giles
--- In Carrara@(protected), Andrew Turner <turner410@(protected)> wrote: > 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]
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