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Particle transparency and Reflection

Particle transparency and Reflection

2004-05-11       - By Nick

 Back
Reply:     1     2     3     4  

Particle transparency and ReflectionYou can get transparency, reflection and
refraction with the new particles by plugging in raytracing nodes in the colour
input in the tree, they just take ages to render... I just hope you don't have
too many particles to render...

To use the old particle shaders you mentioned, "simply" delete the shaders from
your ptype so it inherits the shaders attached to the cloud itself (the only
place where you can attach a volume shader for particles). Now, in the clouds'
rendertree attach the appropriate particle shaders you want. Save your scene.
(can't remember if an actual XSI restart is needed at this point) Open your
scene. Draw a region and your particles are now there, rendering away with ye
old shaders... it's a convoluted way of getting the old shaders to work as they
do come in real handy some times, but I think it's got something to do with the
way generates the particle files which contain some info regarding... and then
I'm lost... lucky for those bread crumbs I thought I had left behind...


 -- -- Original Message -- --
 From: Scott Lange
 To: XSI
 Sent: Wednesday, May 12, 2004 1:57 AM
 Subject: Particle transparency and Reflection


 Hi, I am currently working on a job with the XSI particles in version3.5 and
found myself caught with this nasty rendering issue. I am having trouble
rendering the fluid particles to be transparent and reflective. The default
shaders for the particle cloud and the particle type doesn't have any
transparency or reflection parameters. Now, I've looked into the old "tap water
" scene from the XSInetview under the library->simulation section, and tried the
"water fall" simulation tutorial at XSIBase. It seems to me that, at least in
the old version of XSI (2.x), I can assign a new particle shader like particle
blob or particle_fluidv2 to the particles. Those shaders have access to
transparency and reflection properties. I've tried to hook those shaders and
their respective volume shader into the appropriate cloud material node in the
render tree. The results did not show up in the render. So I am asking if
anyone have had success and know how to render transparent liquid with the XSI3
.5 fluid particles or know any alternatives. Thanks in advance.

 Larry
 Larry Leung
 Animator
 Turbulence Effects Inc.
 38 East 32nd Street
 6th Floor
 NY, NY 10016
 scott@(protected)



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<DIV><FONT face=Arial size=2>You can get transparency, reflection&nbsp;and
refraction with the new particles by plugging in raytracing nodes in the colour
input in the tree, they just take ages to render... I just hope you don't have
too many particles to render... </FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2>To use the old particle shaders you mentioned,
"simply" delete the shaders from your ptype so it inherits the shaders attached
to the cloud itself (the only place where you can attach a volume shader for
particles). Now, in the clouds' rendertree attach the appropriate particle
shaders you want. Save your scene. (can't remember if an actual XSI restart is
needed at this point) Open your scene. Draw a region and your particles are now
there, rendering away with ye old shaders... it's a convoluted way of getting
the old shaders to work as they do come in real handy some times, but I think
it's got something to do with the way generates the particle files which
contain
some info regarding... and then I'm lost... lucky for those bread crumbs I
thought I had left behind...</FONT></DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<DIV><FONT face=Arial size=2></FONT>&nbsp;</DIV>
<BLOCKQUOTE
style="PADDING-RIGHT: 0px; PADDING-LEFT: 5px; MARGIN-LEFT: 5px; BORDER-LEFT:
#000000 2px solid; MARGIN-RIGHT: 0px">
 <DIV style="FONT: 10pt arial">-- -- Original Message -- -- </DIV>
 <DIV
 style="BACKGROUND: #e4e4e4; FONT: 10pt arial; font-color: black"><B>From:</B>
 <A title=scott@(protected)
 href="mailto:scott@(protected)">Scott Lange</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>To:</B> <A title=XSI@(protected)
 href="mailto:XSI@(protected)">XSI</A> </DIV>
 <DIV style="FONT: 10pt arial"><B>Sent:</B> Wednesday, May 12, 2004 1:57
 AM</DIV>
 <DIV style="FONT: 10pt arial"><B>Subject:</B> Particle transparency and
 Reflection</DIV>
 <DIV><BR></DIV><!-- Converted from text/rtf format -->
 <P><FONT face=Arial size=2>Hi, I am currently working on a job with the XSI
 particles in version3.5 and found myself caught with this nasty rendering
 issue. I am having trouble rendering the fluid particles to be transparent
and
 reflective. The default shaders for the particle cloud and the particle type
 doesn't have any transparency or reflection parameters. Now, I've looked into
 the old "tap water" scene from the XSInetview under the library-&gt
;simulation
 section, and tried the "water fall" simulation tutorial at XSIBase. It seems
 to me that, at least in the old version of XSI (2.x), I can assign a new
 particle shader like particle blob or particle_fluidv2 to the particles.
Those
 shaders have access to transparency and reflection properties. I've tried to
 hook those shaders and their respective volume shader into the appropriate
 cloud material node in the render tree. The results did not show up in the
 render. So I am asking if anyone have had success and know how to render
 transparent liquid with the XSI3.5 fluid particles or know any alternatives.
 Thanks in advance.</FONT></P>
 <P><FONT face=Arial size=2>Larry</FONT><FONT face="Times New Roman">
 </FONT><BR><FONT face="Trebuchet MS" size=2>Larry Leung</FONT><FONT
 face="Times New Roman"><BR></FONT><FONT face="Trebuchet MS"
 size=2>Animator</FONT><FONT face="Times New Roman"><BR></FONT><FONT
 face="Trebuchet MS" size=2>Turbulence Effects Inc.</FONT><FONT
 face="Times New Roman"><BR></FONT><FONT face="Trebuchet MS" size=2>38 East
 32<SUP>nd</SUP> Street</FONT><FONT face="Times New Roman"><BR></FONT><FONT
 face="Trebuchet MS" size=2>6<SUP>th</SUP> Floor</FONT><FONT
 face="Times New Roman"><BR></FONT><FONT face="Trebuchet MS" size=2>NY, NY
 10016</FONT><FONT face="Times New Roman"><BR></FONT><FONT face="Trebuchet MS"
 size=2>scott@(protected)</FONT><FONT face="Times New Roman">
 </FONT></P><BR></BLOCKQUOTE></BODY></HTML>