Re: live action on particles

Date : Thu, 14 Jul 2005 09:53:42 +0100
To : XSI(at)Softimage.COM
From : Chris Marshall <chris(at)eclipsecreative.co.uk>
Subject : Re: live action on particles
Thanks Kim! In your own time....!

1 idea I had was to have an event, which every frame did an 'emit and dissapear' on every particle. This way, every particle was being refreshed every frame. BUT, in the event emission property box, it doesn't give you the option to either inherit the particle colour (texture) or to link with the texture-map. Duhh!

Chris


kim aldis wrote:

this rings a bell with me Chris. Something from way back when I tried to do
something like this myself. I'm pretty sure there's a workaround, it just
doesn't come to me right now.



-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Chris Marshall
Sent: 14 July 2005 09:38
To: XSI(at)Softimage.COM
Subject: Re: live action on particles


Thanks Eric and Peter,
I thought I'd explained that I've been through all this and got it working at the basic level. That was easy enough.
But, the live action doesn't update per frame. ie. once the particle colour has been assigned on frame 1, that's it.
I've tried all sorts of alternatives, but nothing works.
Thanks anyway.
Chris



Eric Lampi wrote:



Chris if I understand correctly...

You should apply a texture map to the emitter grid and then

plug that

into the colormap function located at the bottom of the

emission ppg.

It'll map the texture's color values to the particles, so if

you turn

on forces suddenly, you get some really cool F/X.
You'll need to make them really small and have tons of them.


I would

recommend using a really small version of the image for

testing, as the

higher the res, the longer it takes to calculate!

Hope this helps.

E

--- Chris Marshall <chris(at)eclipsecreative.co.uk>
wrote:


---------------------------------
peterb wrote: something which is not very
clear inthe original mail...
ho do you want to use the texture?
as animated sprites (so yourcomplete texture is used on each particle)
or on the color parameter of theparticles?
or you want it as a texture acrossthe whole cloud?
I have a grid which is 16:9 format which emits lots of particles speedzero at frame 1.
I want the texture to fall across the whole cloud, so it looks like apiece of live action.
Then I want to introduce forces to the particles.
I guess this is a kind of DVE effect that some other kit would createquite easily.






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