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View Full Version : ICE Advance Sprite Tip and Problem


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

PiotrekM
06-26-2009, 11:33 PM
is this what you're after ? (particles' color alpha is modified in icetree)

freakyfranck
06-27-2009, 01:26 PM
Thats a great idea! You made my day! Thx a lot!

But unfortunaly I have 20 different smoke sprites. Maybe there is a case node in the render tree and I could get an attribute(integer) to select which sprite in the case. I have to try that monday!

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