|
yes you can - er...'blast' off the particles, then
set them to an initial state - then pick particles in point mode and
move them around - you might get a rather large op stack - but it should
work!!
S.
----- Original Message -----
Sent: Thursday, January 11, 2007 4:50
AM
Subject: Re: Starfield Environment
Shader
Nice suggestion, Joe - I gave it a shot - and it sort of
works. There's a lack of control, however, that I find
unsettling. I cant model concentrations of stars, or control the spread
in other areas of the sky. I suppose you could use textures or weight
maps to control the emission - but God, its such a struggle.
On 1/10/07, Joe
Laffey <joe(at)laffey.tv> wrote:
On
Wed, 10 Jan 2007, Wayne Williams wrote:
> I didn't know single
point polys existed. Don't you have to have at > least 3 for it to be
considered a polygon? Otherwise it's a point or > line ya?
Technically yes, given the etomology of the word (many
angles).
I would guess the OP has come from LightWave where there is
support for render single point polygons (which are a distinct entity
from points) as pixels. They work quite well for stars.
As far as
making stars in XSI what about making a very large sphere set to emit
particles with speed 0 in its volume.
Like
this:
CreatePrim "Sphere", "MeshSurface" CreateParticleCloud
"sphere" SetValue "cloud.cloud.ParticlesOp.sphere_emission.Generation",
3 SetValue "cloud.cloud.ParticlesOp.sphere_emission.Speed", 0 SetValue
"cloud.cloud.ParticlesOp.sphere_emission.Rate ",
20000 NextFrame
Then set an initial state, or have the rate drop
to 0, or export/import etc.
Then you use one of the particle
shaders to get stars, you can even give them random colors, and random
scales, which tend to look very good for stars.
-- Joe
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