Re: Particles

Date : Tue, 8 Aug 2006 21:11:20 +0200
To : <XSI(at)Softimage.COM>
From : "peter boeykens" <peter_b(at)skynet.be>
Subject : Re: Particles
Its not a particle limitation, its an instance limitation really.
Allthough its mostly with particle instancing that it comes up.
Instances inherit their shader from the master object, and there's nothing you can do about that, except write your own shader...


There is a case where you can workaround it, and that is when using instances for set dressing.
(eg rocks or pebbles, or strands of grass or ...)
You can use procedurals, with world coordinates, perhaps plugged into a gradient, to create random colors.
But it would be a fixed pattern in worldspace, and if your instances are animated they would "swim" through that pattern. Hence the "set dressing" requirement.


Alternatively, I often create a handfull of master objects layed out in a grid and texture them with some variation through the shader, to make them all look unique. Its still not random colors per particle of course, but it'll help a lot in breaking up the uniformity.
And in this scenario you can freeze the textureprojection and they will behave when animated, so you're not limited to set dressing.





Here is a little task for all of you particle savy people out there.

1.) Create a particle system with instances (1 object will do for now)
2.) Make them have random colors
3.) Tell me how you did

I wish there would be a control for PerParticle or a shader color
override for instances. I would like to have random colors on "Per
Instance" object...

Anyone knows if this is possible at all?

regards
stefan

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