View Full Version : particles RGB pp and mental ray
royterr 03-06-2009, 03:35 PM When mapping ramps to the particles array attributes works good in the maya hardware render, it doesn't work with mental ray.
Whats the use of rendering particles in MR then, if one can not use a RGB pp ramp or an Opacity pp ramp together with MR?
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Duncan
03-06-2009, 05:25 PM
For software renders you need to use particleSamplerInfo to set various per particle properties to the shader. In Maya2009 mental ray supports all the attributes on particleSamplerInfo, but note that earlier versions did not work with everything.
The particleSamplerInfo utility node has the common particle attributes as well as some user definable attributes. If these attributes exist on the particle system then a shade sample time the render engine will stuff the values. One can then connect from these values to shading networks for particle shaders so that the shaders will pick up per particle attributes.
With nParticles by default a particleSamplerInfo's outColor, outIncandescence and outTransparency is connected to the color, incandescence and transparency of the particle shader. The particleSamplerInfo also has attributes like rgbPP, but an attribute like outColor will output either the constant colorR,colorG,colorB on the system OR the rgbPP(if it exists). Thus with nParticles one usually doesn't need to worry about the particleSamplerInfo connections as they will match the hardware shading automatically.
Duncan
royterr
04-29-2009, 02:39 PM
For software renders you need to use particleSamplerInfo to set various per particle properties to the shader. In Maya2009 mental ray supports all the attributes on particleSamplerInfo, but note that earlier versions did not work with everything.
The particleSamplerInfo utility node has the common particle attributes as well as some user definable attributes. If these attributes exist on the particle system then a shade sample time the render engine will stuff the values. One can then connect from these values to shading networks for particle shaders so that the shaders will pick up per particle attributes.
With nParticles by default a particleSamplerInfo's outColor, outIncandescence and outTransparency is connected to the color, incandescence and transparency of the particle shader. The particleSamplerInfo also has attributes like rgbPP, but an attribute like outColor will output either the constant colorR,colorG,colorB on the system OR the rgbPP(if it exists). Thus with nParticles one usually doesn't need to worry about the particleSamplerInfo connections as they will match the hardware shading automatically.
Duncan
thanks alot Duncan
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