freakyfranck
06-26-2009, 09:26 PM
Hello,
I am doing an exploding rock wall for a project. I am pushing the wall with rigid body and adding different layer dust and small rock in particles. So here is my problem when it came to the layer of thick smoke/dust. The volume shader is way too expensive and the result is not too good. (200frames * 4hours)*2stereoscopy
Solution: I decided to keep my ICE cloud but to go with good old sprites. In XSI 7 the node "particle sprite" has been removed from the render tree so I used instances, some grid with a texture on it. It's looking good but I would like to have my particle fading before they die. I cannot use the attribute in the render tree of my cloud because the alpha is driven by the texture of my instances :S
I was wondering if anybody would have an idea of how to control the alpha of my particle that are instances. Thank you for reading
I am doing an exploding rock wall for a project. I am pushing the wall with rigid body and adding different layer dust and small rock in particles. So here is my problem when it came to the layer of thick smoke/dust. The volume shader is way too expensive and the result is not too good. (200frames * 4hours)*2stereoscopy
Solution: I decided to keep my ICE cloud but to go with good old sprites. In XSI 7 the node "particle sprite" has been removed from the render tree so I used instances, some grid with a texture on it. It's looking good but I would like to have my particle fading before they die. I cannot use the attribute in the render tree of my cloud because the alpha is driven by the texture of my instances :S
I was wondering if anybody would have an idea of how to control the alpha of my particle that are instances. Thank you for reading
