RE: shading geometry instanced to particles
| Date : Tue, 2 Jan 2007 22:37:47 -0500 |
| To : <XSI(at)Softimage.COM> |
| From : "Halfdan Ingvarsson" <hingvars(at)Softimage.COM> |
| Subject : RE: shading geometry instanced to particles |
From: owner-xsi(at)Softimage.COM on behalf of benp
Sent: Tue 02-Jan-07 20:58
To: XSI(at)Softimage.COM
Subject: shading geometry instanced to particles
hi list,
I'm using geometry instanced to particles (using
the Instancing stuff in
the PType).
But i was wondering if anyone had any
experience with using particle
data in the rendertree for the instance
masters. Please note that i'm
not talking about the rendertree for
particle types here, just the
rendertree on the geometry i'm instancing to
the particles.
scenario:
Say you had a geo of a nice little 4-leafed
clover. Then you want to
instance it over a landscape using particle
instancing.
The clover will only be shaded by the one shadetree, unless you
have
more clovers in the instancing group each with unique shaders. This
gets
limiting as you'd have to have as many geo-masters and shaders as
there
are varieties of clovers.
What I'd prefer to do is have one geo
master, and one master shader that
can pull out particle data (that i've
written to the particle cloud)
from the instances to shade the clovers
uniquely.
I don't know if this is currently limited by XSI needing a
shader
written, or XSI not yet exporting the particle data to particle
instances.
Does anyone have any advice??
And yes, i have tried the
Particle_Color (et al) nodes on instance
masters: No luck!
But I do
get a warning from mr : "#INFO : PHEN 0.2 warn : Bad particle
raystate
(00000000)" ...
tia,
benpee
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