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Re: Shading and shaping particle systems

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
>
>
>
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