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Pixelcritter
02-20-2009, 09:27 AM
I've been playing around with particles as sprites to try and get a comet effect going. I cant seem to get them to show up in a render with mentalray, can't figure out why.

-heavy-
02-20-2009, 09:36 AM
maybe... you should try rendering it with maya hardware renderer ?

Phlok
02-20-2009, 01:08 PM
What version of Maya are you using? What's your renderer?

Pixelcritter
02-20-2009, 07:18 PM
lol... thanks heavy

Pixelcritter
02-21-2009, 03:58 AM
Now I'm having an issue with the particles fading out. I have a ramp set to each cloud particle where it fades over time which seems to work and looks fine in the workspace, but when I render it out the particles seem to hang around and stay at 100% opacity. (thats the alpha channel in the render window)
http://img152.imageshack.us/img152/2043/smoke.jpg

Sreekant
02-23-2009, 06:01 AM
Hey there,it could be done using particleinfo and reverse node.
go to hypershade and choose particleSamplerInfo node(hypershade>create>ParticleUtilities>ParticleSampler) and reverseNode(hypershade>create>GeneralUtilities>Reverse).
Connect the opacityPP of paticleSamplerInfo to the input X,Y and Z of the reverseNode and then connect the output of reverseNode to the transparency of the particleCloud shader.

Cheers dude...hope it works.

Sreekanth.

Aikiman
02-23-2009, 06:37 AM
Yeah you gotta remember that opacity is opposite to transparency, that was thrown in to make dynamics more confusing. You can do the above ^^^ or just reverse the ramp colors on your opacityPP.

thomwickes
02-23-2009, 08:56 AM
that was thrown in to make dynamics more confusing

You gotta love all that stuff.

-heavy-
02-23-2009, 09:39 AM
Didnt he said he used sprite image sequence ? s0o no particleCloud at all...

so in my op he needs to use an image sequence which fades out, so he can use the
fading images to get rid of the transparency nut i am not really firm with sprites.

can we connect the opacity to one of the image attributes to get the pictures faded?

Aikiman
02-23-2009, 05:59 PM
I have a ramp set to each cloud particle where it fades over time
looks like he did a swap on us.

Pixelcritter
02-25-2009, 06:08 PM
heh yea sorry, I switched from sprites to particleClouds. I'll give that a shot

** thanks guys! Knowing the difference between trans and op was pretty key -.- just edited the ramp on the transparency of the cloud shader and that did the trick. Thanks again

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02-25-2009, 06:08 PM
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