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roger823
06-25-2003, 05:31 AM
Hello all ~~
HELP

How to set the particles fluid like pure water ?
be have transparency , refraction , and reflection.
I have no idea.
need your help , please !!
thanks~

use XSI 3.0


Roger

ThE_JacO
06-25-2003, 09:30 AM
you'll need to setup the Ptype's rendertree with raytracing nodes.
to cut a long story short check out www.softimage.com/xsinet and download the preset for that and have a look at the Ptype's rendertree (NOT at the cloud.material).

roger823
06-25-2003, 04:53 PM
Thanks~~ThE_JacO.........:thumbsup:

XSI 2.0 is easy to set particles like the "pure water"
just .. get shader>Bolb
and set transparency , refraction , and reflection.....

but at XSI3.0 is different
it will be setup at render tree....
and I don't know how to do....

I have finded some preset file at XSInet Library
but that can't use and can't render....
why..?

who can tell me detail....

(sorry about that my poor english~):p

:thumbsup:

ThE_JacO
06-25-2003, 06:32 PM
select the cloud
open a rendertree
you will notice that the scope of the rendertree is on the cloud.material (you can see it in the small dropdown textbox on top of it).
that will only show the material placeholder with the particle renderer connected to it

switch that to the Ptype and you'll see a different rendertree.
drag the preset from the browser over the Ptype node and it will work.

what the preset will do is just connecting raytracing nodes (reflection diffuse and refraction diffuse, under Node>raytracing>nodename in the RTree menus) to the current rendertree and disable the shading (a checkbox in the cloud's PPG).

roger823
07-08-2003, 08:17 AM
thanks people!~

I to finded XSI "Tutorial_Book_v3.pdf"
share to you !!

but .... it's looks like not have the refraction and reflection.

step 1~22....is not about shader....so I do not post that...

23. With the cloud selected, press 7 to open its render tree. By default, the particle cloud・s render tree is displayed.

24. From the Selection list on the render tree・s command bar, click the arrow and select ParType.Ptype to display the particle type・s render tree.

You・ll see that the Blob shader is attached to the particle type by default.

Set the blending amount and specular in the Blob shader

25. Double-click the Blob shader node to open the shader・s property editor.

26. Increase the Blending Amount to 0.8 so that the particles blend together more readily when they get close to each other.

27. Click the Shading Properties tab and select Use Specular Color from the Specular Type list.

28. Keep the white color value, but increase the Shininess to 500 so that only a small specular area is created on the

particles.

Add transparency and incidence

29. In the render tree, choose Nodes > Raytracing > Reflection_Diffuse and connect it to the Color node of the Blob shader. This adds reflection to the particles・ diffuse (main) color.

To add a transparency effect like incidence, you need to connect it to the alpha channel using the RGBA_Combine shader.

30. Choose Nodes > Color Channels > RGBA_Combine and connect it to the Reflection_Diffuse shaders Input node.

31. Choose Nodes > Illumination > Incidence and connect this shader・s output to the Alpha node of the RGBA_combine shader.

32. Open the Incidence shader・s property editor and select the Invert option to inverse the effect.

:beer:

lmc
07-11-2003, 06:00 AM
roger823: can u send to me or upload the file u download?!

I would just like to have a look, hehe :beer:

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