Re: Particle bug... ?

Date : Wed, 19 Apr 2006 11:00:12 +0930
To : XSI(at)Softimage.COM
From : Raffaele Fragapane <jaco(at)thejaco.com>
Subject : Re: Particle bug... ?
you can still do it, although in a loopy way.
you can use a lookup node in a rendertree to get a weightmap to a shading stage, rendermap it out, and process the result in the FXTree (which is what you'll use for the actual emission mapping).
it sounds trickier then it is, although the fairly non-dynamic step of rendermapping is a bit of a pain.


I also got some interesting stuff out of using vertex maps instead of weightmaps and then processing colour as well as luminance to get several effects into a single painting session.

******************************
|     Raffaele Fragapane       |
|     Rising Sun Pictures      |
| "Remember, TD is for TopDog" |
******************************



Dan Yargici wrote:

Hi Eric, I understand, but painting around rocks/details etc. in the viewport is soooo much nicer! ;)

DAN

Eric Lampi wrote:

But... Dan, that's what I did.

You CAN paint-in placement!

Run a texture clip though the FXTree, something you can use for placement and create a projection for it, even the noicon image will do. Paint over it either in the FXtree or in Photoshop, have a that clip linked to your emission. Paint and save as much as you like, it will update no problem. Wherever you paint white will be where the particles go.

You will have to crank your emission rates WAAAAY up. Again, turning them on and off will require you to key the luminance in the image with a CC node.

Eric

Freelance 3-D Animator, F/X Artist

----- Original Message ----
From: Dan Yargici <dan(at)imajonline.com>
To: XSI(at)Softimage.COM
Sent: Tuesday, April 18, 2006 4:28:09 PM
Subject: Re: Particle bug... ?

Thanks chaps,

This is all good stuff to know, however I was really hoping to be able to paint-in the placement using weightmaps :(

These clients have a nasty habit of tweaking stuff like this a lot.... hence the benefits of dynamic placement....

Oh well, guess I better bite the bullet!

Cheers,

Dan "Particles-Grrrrrrr!" Yargici


Eric Lampi wrote:



This has been a known problem for a while.

My solution:

Run the clip though the FXtree and use a color correct node to key the luminance.

Things get even cooler if you use an animated matte shape create a wipe for your particle generation, have them sweep on from one side to the other rather than all at once. It's something that I developed on a pitch and the final for www.psyop.tv/aero for all of the small bits making the smaller details of the face that blow out. Later on www.psyop.tv/bouygues, we used it to make the transitions coming on and off a little more ordered, going from top to bottom or from center out etc..

Harder to see it than I would have liked, but some of those transitions had to happen fast.

Eric


Freelance 3-D Animator, F/X Artist

----- Original Message ----
From: Dan Yargici <dan(at)imajonline.com>
To: XSI(at)Softimage.COM
Sent: Tuesday, April 18, 2006 3:33:37 PM
Subject: Particle bug... ?

Has anyone else seen this per chance?

When driving the emission of particles with a weight map, any animation (fCurve, Expression, SCOP) on the rate seems to be ignored....

I'm really having a baaaaad particle week. Two seemingly extremely simple things have scuppered this project almost completely......

DAN
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