Re: particle trails

Date : Fri, 27 Apr 2007 16:33:50 -0400
To : XSI(at)Softimage.COM
From : "Ajit Menon" <xsiajit(at)gmail.com>
Subject : Re: particle trails
Hey peter
Thanks for the reply.
There's also an interesting shader called genie tail around.... but it quickly gets very render-intensive... especially for pretty, smooth trails.
Interestingly enough, talking abt the beam shape for paticles... it doesn't support lenght relative to per-particle velocity does it? I know maya has such a hardware function...
 
For the project above, I actually ended up using after effects' particular system to create a lot of the 'fixed' trails after importing 3d-null data... worked like a charm and even better, it was practically real time, even with paticle counts going into several 100,000. But it balked at the final step when I really needed to use the 3d system....
 
I'm def curious what the new particle system for xsi brings with it...
But for trails, I think systems like the renderman shader system seems like a good solution instead of having to spew out a million fine particles and vary them for different camera positions...
 
...then again, it also might be interesting to build a tool that, after baking particle xyz into curves, takes a tube and curve deforms while tracking to the original particle's XYZ.
hmmm.. painful for a lot of streams though! 
 
On 4/27/07, peter boeykens <peter_b(at)skynet.be> wrote:
there's quite a few ways to get trails from particles.
 
you can have the particles generate 1 static particle on each frame
you can plot the particle's curves and use those to create geometry
if you scale the particles quite big and change the shape to beam you get a streak
you can use beam shaped instances
in compositing there's frame averaging
you can add each frame on top of the previous one, and save it out like that before adding the next one.
 
those are the first I can come up with, there's more.
each has its own look and use.
 
admitted, what the page describes doesnt seem readily possible in XSI
 
oh, and if you slow down you animation you will get less gaps with the event emission.
not to say that sub-frame event emission isnt sorely missed...
 
 
 
----- Original Message -----
From: Ajit Menon
Sent: Friday, April 27, 2007 8:50 PM
Subject: particle trails

 
Does anyone know of a shader/ technique to render particle positional data?
I was recently on a job where I had to create comet-like paticle trails from a spheroid object, but the nature of the emission was such that I needed the secondary emission (via an event) to create the trail... and as far as I know, event emissions don't support sub-frame emssion... hence, however much I pumped up my rate/ tried to vary spread and inheritance, I would always get some form of a gap in the trails... and the idea was to try to create smooth, pretty trails like the ones we see in a windows (or itunes) visualizer.
Then I came across this site which indicates a renderman technique to render positional data:
 
Seems like a nice way to go and I was wondering if anyone had tried something like this or better still, just knows the sytem better than I do... (then again, maybe it's already in the new upcoming XSI p-system?)
 
Cheers!!!


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