Re: Particle Blob
| Date : Wed, 30 Aug 2006 12:45:01 -0400 |
| To : XSI(at)Softimage.COM |
| From : "Byron Nash" <byronnash(at)gmail.com> |
| Subject : Re: Particle Blob |
Thanks.
Byron
On 6/9/06, tekano <bob(at)tekano.co.uk> wrote:
hmm well i get error message and no crash when i try environment option
//INFO : PHEN 0.2 error 051071: broke suspected infinite trace recursion
but normal raytracing enabled 'appears' to be working. heres an alleged
refracted/reflected example.
http://img46.imageshack.us/img46/972/particlereflect4as.jpg
Jabbar Raisani wrote:
> Hello,
>
> Well Kim, the refraction node worked. Thanks. I plugged a
> Nodes>particle>Get Color into the input of the refraction and was
> able to get some decent looking results.
>
> The next step is to add reflections, but I can't seem to get that to
> work without crashing. I am using the same tree as with my
> refraction, but using the Node>Raytracing>Reflection instead of the
> refraction node. Every time I try and render with the reflection
> value set to anything above 0, XSI locks up. "Goes Zombie", I can
> still use my system, but XSI is non-responsive.
>
> I have tried setting the reflections to Environment only, but that
> still does not stop XSI's desire to eat brains (locking up). If it is
> set to Environment only and there is no environment XSI does not Go
> Zombie, but reflecting nothing kind of defeats the purpose.
>
> I have included a Jscript below that shows how the scene was setup
> pre-crash. If I draw a render region in the scene after this it
> locks up.
>
> Thanks again, Jabbar
>
>
> CreateParticleCloud("", "Grid");
> SetValue("cloud.cloud.ParticlesOp.ExecMode", 2, null);
> SetValue(" PlayControl.Key", 61, null);
> SetValue("PlayControl.Current", 61, null); CopyPaste(null,
> "Shaders\\Texture\\Particle\\Particle_Blob.Preset",
> "TransientObjectContainer", null);
> SIConnectShaderToCnxPoint("TransientObjectContainer.Particle_Blob",
> "ParTypes.PType.renderer", false);
> SetValue("ParTypes.PType.Particle_Blob.Blending", 0.573, null);
> DeleteObj("TransientObjectContainer.Particle_Billboard");
> CopyPaste(null, "Shaders\\Texture\\Raytracing\\Reflection.Preset",
> "TransientObjectContainer", null);
> SIConnectShaderToCnxPoint(" TransientObjectContainer.Reflection",
> "ParTypes.PType.Particle_Blob.Color", false);
> SetValue("ParTypes.PType.Particle_Blob.Reflection.notrace", 1, null);
> RefreshRegion(); SelectObj(" Passes.Default_Pass", null, null);
> SIApplyShaderToCnxPoint("/usr/Softimage/XSI_5.1_QFE2/Data/DSPresets/Shaders/Environment/Environment.Preset",
> "Passes.Default_Pass.EnvironmentShaderStack ", null, false);
>
>
>
> kim aldis wrote:
>
>> You can use a refraction node into the colour, but it's a bit of a
>> cheat. It puts the result of the refraction trace onto the blob
>> surface. Works sometimes but there are conditions where it can look
>> a bit odd.
>>
>>
>>
>>
>>> -----Original Message----- From: owner-xsi(at)Softimage.COM
>>> [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Jabbar Raisani
>>> Sent: 07 June 2006 00:35 To: XSI(at)Softimage.COM Subject: Particle
>>> Blob
>>>
>>> Hello,
>>>
>>> I am trying to get transparent refractive particle blobbies. I
>>> know I have done this in the past, but it seems like some things
>>> have changed since last time I did this effect.
>>>
>>> I am able to get my ptype to be blobby selecting the Ptype then
>>> using the rendertree, Nodes>Particle>Blob. This node however does
>>> not allow for control of the blobs transparency and index of
>>> refraction.
>>>
>>> If I get Nodes>Illumination>Particle_blob The node has all of the
>>> correct controls, but I am unable to plug it into anything on
>>> the PType.
>>>
>>> Does anyone know how to create this type of effect in XSI 5.1?
>>>
>>> Thanks in advance, Jabbar --- Unsubscribe? Mail
>>> Majordomo(at)Softimage.COM with the following text in body:
>>> unsubscribe xsi
>>>
>>>
>>
>>
>>
>>
>> --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following
>> text in body: unsubscribe xsi
>>
>>
>>
> --- Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text
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--
Byron Nash
www.armoredsquirrel.com
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