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View Full Version : ICE Effect: Changing Surface colour with ICE Particles


NeptuneImaging
10-29-2009, 01:39 AM
Good evening, I don't post here often, but i was wondering about a neat effect involving rainfall and how it will change the colour/property of a shader. The rain in boston gave me that idea. In these images, I want each particle when it hits an object, i want it to change the colour of the object to its underlaying layer texture... maybe i can set a conditional to change the weight whenever a particle gets into range.

http://farm3.static.flickr.com/2507/4053829771_ddd7286b52_o.jpg

http://farm3.static.flickr.com/2455/4054571856_1e04ee7548_o.jpg

in this case, the flat phong becomes the checkered texture whenever a particle hits it...and I am wondering if there is a nice way of making this effect work... I'm using the SPH tools btw since this is a fluid based simulation...

http://farm3.static.flickr.com/2446/4054586220_e9edb883d5_o.jpg

If anyone can help a first time user that would be great. Thanks.

ThE_JacO
10-29-2009, 02:39 AM
the easiest way to deal with it, if your geometry is simple enough, is working to the vertices.
Affecting a wmap or a colorAtVertices property with ICE locators is trivially simple and it can be used directly in the rendertree to mask a blend between multiple shaders.
Would that be an option for you?
Affecting the shader at shading time would be impossible. The alternative would be working to a texture map if you want UVspace resolution because per-sample or per-vertex isn't enough, but it gets trickier (and you might end up needing baking) in that case.

PiotrekM
10-30-2009, 01:32 AM
as Jaco wrote use weightmaps or you can do this old-school way ;) renderout ambient occlusion mask with fluid invisible to camera, then do rest of work in composition

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