Graogramar
06-13-2003, 08:10 AM
Hi Folks.
There is a Tutorial on the Gnomon-Workshop website:
http://www.thegnomonworkshop.com/tutorials/gravity_vs_uniform/gravity_vs_uniform.html
where they discribe a technic to disintigrating an object into dust.
I tried this yesterday, but i'm not finished it yet because there is a problem.
I modeled a nurbs surface an applied a shader with a ramp texture as transparency map. That works pretty good, the surface disapear. Now i created an emit form object surface emitter for the surface and assign the same ramp to the texture rate attribute of the emitter. This controls only the rate of the particles and not the position on the surface they came from.
OK, in the tutorial they said, that you have to bake the shading group lightning of the objects shader and assign the file you get from this to the emitters particle color attribute. There is the problem: My animation of the disapearing of the surface is about 200 frame. Now i can bake the shading group lightning on frame 40 for example, and the particles doing something different. If this is correct on frame 40, i don't now. Further, i wan't to make an animation and i think if one use the technic with the baking, he have to bake the lightning for the whole animation. Did i misunderstanding the tutorial? Can somebody make this point clear?
Thank you and many greetings.
There is a Tutorial on the Gnomon-Workshop website:
http://www.thegnomonworkshop.com/tutorials/gravity_vs_uniform/gravity_vs_uniform.html
where they discribe a technic to disintigrating an object into dust.
I tried this yesterday, but i'm not finished it yet because there is a problem.
I modeled a nurbs surface an applied a shader with a ramp texture as transparency map. That works pretty good, the surface disapear. Now i created an emit form object surface emitter for the surface and assign the same ramp to the texture rate attribute of the emitter. This controls only the rate of the particles and not the position on the surface they came from.
OK, in the tutorial they said, that you have to bake the shading group lightning of the objects shader and assign the file you get from this to the emitters particle color attribute. There is the problem: My animation of the disapearing of the surface is about 200 frame. Now i can bake the shading group lightning on frame 40 for example, and the particles doing something different. If this is correct on frame 40, i don't now. Further, i wan't to make an animation and i think if one use the technic with the baking, he have to bake the lightning for the whole animation. Did i misunderstanding the tutorial? Can somebody make this point clear?
Thank you and many greetings.
