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Per-Anders
11-24-2002, 05:28 AM
Is this possible? I'd like to be able to control each particles texture or colour using xpresso, anyone know of a way? Here's an example of what i might do with this... simple one i'm sure, but you've all seen the intro to Star Trek Voyager right/ well there's a part where the ship goes through some gaseous clouds (hypervoxels in lightwave) and as the cloud particles are moved by the ship collision object they change colour due to their velocity (not due to their proximity as you can see they keep their colour in the "wake" of the ship after it's moved on while they're still moving).

aother use is to not have ot use pyrocluster but be able to control the particles colouring/texture over teh particle lifetime....

anyhow, anyone know how to do this? I've sat here and scratched my head, but can't come up with a solution as yet.

bjotto
11-24-2002, 11:10 AM
I don't know how to do that but while reading it I got an idea on how to make oceans that interact with objects:
start by placing out particles on a plane, they should rturn back to there orginal position if they move away. They should also have self collisiondetection. they should also have collision detection with, lets say, a bout and a shore. They shouldn't be able to move along the y-axis. the plane could then be deformed with proximal.

I haven't got r8 so I can't make this myself and I'm not sure that it's possible, would be cool if someone tested it

Per-Anders
11-24-2002, 06:02 PM
check out the softbody liquids test on the renderzone section of my site


http://www.peranders.com/c4d8/

it does pretty much exactly that

flingster
11-24-2002, 10:31 PM
mdme_sadie: i have no idea how to do this, but couldn't you also change the colour by say collision detection eg. if a particle got to close to another then the colour changed, or, by say turbulance the more its affected by turbulance then it could change colour, kinda like a weight. dunno these ideas probably don't help, but they might fire you off in another direction?

(also i think paul everett came up with something called crowd once which mean't you had your model say the particle, that then that had a sphere around it which he used for collision detection, this may help you by separating the two...dunno just a thought....oops sorry crowd was about stickyness off other particles to another....but the idea still holds).

BoERS
11-24-2002, 10:36 PM
I have been looking for the same type of control over particle parameters for awhile... I'm looking to set parameters of the particle shapes, on a particle by particle basis...

I haven't found anything yet :annoyed:

If I do I'll come right back here

Per-Anders
11-24-2002, 10:42 PM
yes there is no direct control as far as i can tell over a particles texture or anything like that... you can contorl which object the particle displays... but that's not exactly a smooth transition unless you have many amny objects in one huge condition node..

flingster... if there was access to control these things then i'd love to... but it seems we can't... i can control particles position just fine, but not the colour,texture/particle animation (i.e. if you've got an object that you animate with keyframes using particles there doesn't seem to be a way to control how that animation plays on a per particle basis... though maybe i'm worng with that. it's easy to switch particles, but not to blend them sadly :(

the thing is you can switch between objects in the tpshape node...or you can change particle groups and affect the object that's visible that way, but it's not a smooth blend.. hopefully someone will come out with a plugin node to allow this sort of control... i've posted a request over at teh developers forum for a few things that i think would make great plugins.

flingster
11-24-2002, 11:20 PM
thats a pity bud....not to hot on this stuff as you probably know.
Are we saying you cannot change an objects texture over time?
Cos if, we had groups of particles with different textures. Then on the time controls of the texture change that over time. say three texture states....first texture starting colour....second transition colour.....third final colour. Fill in as many as where needed, you would know where your particles would be at a certain time in the animation and by grouping different particles you can disguise it better from range. You've gotta come up with a convincing con job by the sounds of it.

Per-Anders
11-25-2002, 12:49 AM
ok found a way... it's not clean or neat or really truly controllable as i would like it... but it will do for now... wll post the file shortly.

Per-Anders
11-25-2002, 01:17 AM
http://www.peranders.com/c4d8/

there are links on the first page for this little file... obviously doing things this way around causes some problems... for instance getting particles to die at the correct time... stuff like that, but it's a workaround... doesn't give you implicit control over particle colour on a vector basis (i.e. x=r,y=g,z=b or anything like that... but it'll do for basic stuff for the meanwhile... now if i could work out how to control a momix object using this and xpresso... or a posemix object or anything like that then we could do this... well.. except for that those "mixers" don't mix things like texture... only pla, scale, rotation, position etc... hey ho.

bjotto
11-25-2002, 05:10 AM
No It's not even close, mine idea works with proximal and 2d and your is simply 3d, I think

Per-Anders
11-25-2002, 05:38 AM
hmm... well, it depends what it is you want to do with the proximal... the particles in my sample are placed on a plane then the plane is deformed based on the position of the particles. the particles try to return to their original position with a certain ammount of "wobble" and have collision detection with the sphere object.

all you would need to do with this is either release the distorted plane, lock the particles y axis then use a proximal on the particle geometry object, you can probably try this with the demo from the maxon website. good luck :thumbsup:

H. Ikeda
11-25-2002, 12:37 PM
Well, I'm not sure, but a general method seems to be using animated textures and the authoring method with particle system that I've posted in
http://www.cgtalk.com/showthread.php?s=&postid=231009#post231009
Probably this makes conditional changes of textures possible if some texture tracks are made beforehand in the Timeline.
Just a thought, though.:)

Per-Anders
11-25-2002, 02:49 PM
this is pretty much all that happens in my example :/ it's not ideal as it means that age based functions and evaluations have to go out the window :/ but yes it does work... just not explicit control over each channel or a texture for instance r=x,g=y,b=z type of functions... it's linear only which is a bit of a drag when it comes to mathematical simulations or certain special effects (where you want particles that are going higher to have certain different properties to those spreading out in a more horizontal fashion). also the lack of directional matrix control over each particle seems to be a drawback... i.e. you can only control a particles size... not it's x, y and z scale, eitehr locally or globally... which means that velocity controlled distortion is out the window if you want age controlled texture changes (sparks anyone?). anyhow this will be a workaround for teh moment.

H. Ikeda
11-26-2002, 11:04 AM
Yup, that's it, I didn't check your file...:shrug: well, parameter tracks for material do not seem to work, I don't know why though. If so, it doesn't have explicit controls of material properties, and we could use only limited functions. But size distortion based on speed can be done with PRolling node.

A fake I thought of for it is to use light objects instead of textures. Probably a visible light(s) as a child of a semi-transparent object. Then we can control color of the light directly using color tracks, within the framework of the age control. This is a thought, too.

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