HokageMegatron
05-16-2007, 03:16 AM
Hi everyone,
I am having difficulty with the colouring of a multi point particle dynamic. I’ll give you a run down of what I have done and what its for so your get an idea of where its been going.
My idea is to have a sand dune with objects bursting out of the sand. I have gotten the simulation down nicely, but getting the colours I want is proving more difficult. The particles were made from a grid of particles and then shaped accordingly via fields over a base ‘sand dune’ mesh. After that I used the initial state solver so they would start at frame one like that.
As for the colouring I have an rgbPP on the particles with a ramp; the ramp has a 'mountain' 2d Texture node connected to one of two colour values in the ramp.
To get the randomness in the particle colours I have made an expression for the rgbUPP -
particleShape1.rgbUPP= rand(0,1);
From this I have the colours I want and everything looks good, but when I render the colours seem to flicker.
I am guessing that this is because of my rgbUPP expression is a 'runtime before dynamics' expression rather than a 'Creation’ expression.
But when I use a Creation expression it doesn’t affect the particles as they are already born in the scene.
Can anyone help shed light on to my problem? Or suggest a different method of get the same effect?
It doesn’t sound like a hard thing to ask from particles; I am basically trying to find a way to control the colours of the rgbPP so that they are random with in a hue of sand colours.
Thanks
I am having difficulty with the colouring of a multi point particle dynamic. I’ll give you a run down of what I have done and what its for so your get an idea of where its been going.
My idea is to have a sand dune with objects bursting out of the sand. I have gotten the simulation down nicely, but getting the colours I want is proving more difficult. The particles were made from a grid of particles and then shaped accordingly via fields over a base ‘sand dune’ mesh. After that I used the initial state solver so they would start at frame one like that.
As for the colouring I have an rgbPP on the particles with a ramp; the ramp has a 'mountain' 2d Texture node connected to one of two colour values in the ramp.
To get the randomness in the particle colours I have made an expression for the rgbUPP -
particleShape1.rgbUPP= rand(0,1);
From this I have the colours I want and everything looks good, but when I render the colours seem to flicker.
I am guessing that this is because of my rgbUPP expression is a 'runtime before dynamics' expression rather than a 'Creation’ expression.
But when I use a Creation expression it doesn’t affect the particles as they are already born in the scene.
Can anyone help shed light on to my problem? Or suggest a different method of get the same effect?
It doesn’t sound like a hard thing to ask from particles; I am basically trying to find a way to control the colours of the rgbPP so that they are random with in a hue of sand colours.
Thanks
