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2xbo
11-20-2004, 08:46 PM
Hi Guys,

:shrug: some one have an idea how i can put one Image into Particlesand those particles attached to a Nurbs surfaces like in Gnomon and make the particles desapear when the wind pass through the particles?.
hier the link:
http://www.gnomononline.com/written.php?tutorial_id=41

How they doing?. :twisted: PLEASE i need your HELP!. HELP! HELP!

THX a lot. :thumbsup:

xbo:scream:

pixelAffairs
11-20-2004, 11:04 PM
Hi 2xbo.
Honestly i dont completely get what you are trying to accomplish.
But i guess it is all described in there, isnt it?
After a short look at the tut, i would say that the trick is to use texture emission, particle collision and a field.
If you want the particles to dissapear you can use the opacity Attribute of the particles.
Hm...
btw: Why dont you trust in Percutio anymore:deal:
:)

cu,
moyo ;)

Edit:
Oh, sorry.
Now i see, that the tut isnt all that detailed.
Please tell me, where you cant follow Alex Alvarez and i think i can help you out.
Hehe. Now, whats better, your english or you german?

galactor
11-20-2004, 11:45 PM
If i read his question i guess he's talking about this piece of text located just under the first picture of the bottle.

This can be accomplished by baking lighting into the textures on an object, then getting the surface to emit particles which inherit color from the baked texture.
Would be nice if someone could tell how this is done!

:: Galactor ::

thematt
11-21-2004, 11:56 AM
If i read his question i guess he's talking about this piece of text located just under the first picture of the bottle.


Would be nice if someone could tell how this is done!

:: Galactor ::
it's quite straight forward,

first you need to bake your texture and lightning information, this is done on the hypershade, right click on your texture and there is an option for it..in witch you choose the resolution.

Now when you create your particles emiter, you put thr option of it to surface.
First select a nurbs (polygon apprently work in vers6 never try), particles->emit from object.

Then in the option down the attribute of emiter, there are some option that tell inerit color, just check it on..and put the according baked texture.

done !!

hope that help

cheers

galactor
11-21-2004, 12:57 PM
Thanks, it is indeed quite straight forward.

Only be sure to add a colorPP atribute to the particleShape before you check the "inherit color" checkbox. And connect the baked texture to the slot just above the "inherit color" checkBox

:: Galactor ::

2xbo
11-22-2004, 06:23 AM
Hi Guys,

THX a LOT:thumbsup: . I'll try. We will see. I thik ist quit dificult to me but i'll try.

THX moyo..... Man wie geht's?. What can i said. I like Percutio to but i didnt hava an Aswer about this Answer and you know. Some times you need to search every where to have an Answer. Now my Question. Why you are her too?.

Hehe. Now, whats better, your english or you german?........ Weel both of them are KAPUT...naja.

We will see in Percutio.

Cheers GUYS.

xbo:scream:

2xbo
11-22-2004, 06:27 AM
:bounce: moyo.... I forgot... Have you one Idea to do it?. Please let me know, because i tried to do it but ist complicated for me...... HELP ME!. what do you think.:thumbsup:

xbo:scream:

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