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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