trouble making renderable particle cloud with X3DObject.AddParticleCloud()

Date : Tue, 08 Aug 2006 15:23:41 +0930
To : XSI(at)Softimage.COM
From : benp <benp(at)rsp.com.au>
Subject : trouble making renderable particle cloud with X3DObject.AddParticleCloud()
hi guys and girls,
i'm hand making a particle cloud using the X3DObject.AddParticleCloud method (and the cloud.ActivePrimitve.AddParticles() method et. al.). All is working very well, but I'm wondering why i'm having so much trouble making this particle cloud renderable.
So my question is:


Why, when using this method (as opposed to using the fully-blown 'create particle from selected' from the toolbar) do i get an un-renderable cloud?

I can see all my particles in the view, but i get a weird ogl display when i change the particle type to sphere (the most useful visualisation for my application): when i tumble the view the particles dissappear or change colour etc...

as an example, try running the vbs script in the xsi 5.1 help for the topic 'AddParticleCloud method (from X3DObject)'. the particles don't seem to render.

the main difference i can see is that AddParticleCloud doesn't create a cloud with a ParticlesOp in the stack. Is the ParticlesOp essential for rendering particles? Is it something to do with the ParticlesOp cache being needed to pass particle data to mray?

I've tried just using my hand made cloud as an Initial State for a cloud created through the menus. This is ok, apart from the fact that my size atttibutes (and i imagine every other particle attribute apart from positionn and velocity) don't carry across through the inital state: i'd rather be able to hand build everything and just render my cloud directly.
btw: using XSI5.1 for winblows


thanks for any help,
benpee


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