View Full Version : Randomly Sized & Rotated Sprite Particles
ZayneoO0 12-11-2009, 11:55 AM hi guys, ive been trying to figure out a way to emit randomly sized and rotated SPRITE particles, ive managed to do it with other particle types, but i cant seem to get it right with sprites, can anyone give me some advise? desperatly need to find out thanks alot, p.s. im using Maya 2009
thanks again
Zayne
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TheRispo
12-11-2009, 12:26 PM
On the particle shape attributes go to the "add dynamic attributes" menu and use the following perParticle Attributes (under particle tab):
spriteScaleXPP
spriteScaleYPP
spriteTwistPP
ZayneoO0
12-11-2009, 12:37 PM
thanks so much, will give it a try now
ZayneoO0
12-11-2009, 12:57 PM
worked great, Dont know how i missed that ! haha thanks so much hey
cheers
Z
ZayneoO0
12-11-2009, 01:02 PM
Any ideas on how to animate the random twistPP ?
TheRispo
12-11-2009, 02:28 PM
hay zayne.. try using runtime expressions for that, a simple example would be the following
spriteTwistPP += 1;
this will make them rotate a little each frame... play with the expressions if you want diferent behavior.. I recall a gnomon dvd (or two) covering just sprite particles.. They were great but I think they are not for sale right now and might be a little difficult to get your hands on one of them
Wick3dParticle
12-11-2009, 06:10 PM
Depending on what effect you are after... Generally the way I work is create an attribute like twistRotPP, and give that a rand value. Then you can use that to drive your twist in runtime. If you want random twist directions, assign a negative to positive range on your twistRotPP. Like twistRotPP = rand(-2,2) for example.
~Ilan
ZayneoO0
12-14-2009, 08:22 AM
awesome guys tx alot, that all worked out, however im having trouble rendering the sprite with a the PP settings, ive tried cacheing them and rendering in Hardware renderer, but they still render in a uniform fashion, unlike in my viewport it looks 100%
ZayneoO0
12-14-2009, 08:27 AM
i hope this helpshttp://forums.cgsociety.org/attachment.php?attachmentid=148949
Wick3dParticle
12-14-2009, 08:44 AM
Hey Z,
Are you using traditional particles or nParticles?
~Ilan
ZayneoO0
12-14-2009, 08:47 AM
im using traditional particles
hkspowers
12-14-2009, 09:06 AM
Maya may be having trouble locating your cache. Is your project set correctly? If everything is set correctly then check to see if your particles are using the cache.
Solvers--> Edit oversampling or cache settings --> use particle disk cache
Make sure the directory and cache are the right ones and the check box is checked.
ZayneoO0
12-14-2009, 09:14 AM
no, my project is set up correctly, and the cache is being used , as i can scrub my particles in the timeline, why is this so tricky!
ZayneoO0
12-14-2009, 09:16 AM
It seems that every renderer is just disregarding my PP settings, i dont know why this is
hkspowers
12-14-2009, 09:24 AM
Can you attach image file and scene file? I'll take a look at it see if it does it on my end.
ZayneoO0
12-14-2009, 09:58 AM
Here is the scene file, hope you can figure it out
thanks alot
Z
hkspowers
12-14-2009, 10:01 AM
Email hkspowers@gmail.com
ZayneoO0
12-14-2009, 10:06 AM
hey, im trying to upload the zip but it is giving me problems, do you have an email address that i can send it to?
thanks again
Z
hkspowers
12-14-2009, 10:21 AM
I'm getting the same error. It must be a bug of some sort, the hardware render buffer works fine though. For this set up I would just go with that. Bizarre :surprised
I just set up a new scene and there is def something wrong with your scene. haha
A fresh scene renders fine in maya hardware but something in your scene corrupted my Maya lol.
I went to assign a texture to a new sprite particle object in a new scene and after I assigned a lambert shader the sprites automatically assigned your heart image to my sprites even though I did not set a texture I didn't even hit the browse button, I simply assigned a lambert and "BAM" hearts everywhere haha. It renders fine but I would blow away my pref's folder if I was you and start a fresh scene. This one has something wrong with it.
ZayneoO0
12-14-2009, 10:33 AM
yeah, pity as the hardware render buffer does not produce quality renders, thanks for the help though, i hope some else finds a solution to this mystery
tx
Z
ZayneoO0
12-14-2009, 10:40 AM
great will give it a try
hkspowers
12-14-2009, 10:43 AM
Solution is to just make a fresh scene. Yours is corrupted somehow, luckily your scene is pretty basic so should only take a few minutes to set up a new one. I set one up with your hearts fresh and it rendered in maya hardware perfectly ppAttrs and all.:beer:
EDIT: We seem to be on a slight posting delay haha
ZayneoO0
12-14-2009, 11:05 AM
YAY! finally got it working thanks so much ! built the scene exactly the same and now it works, funny how a file can just get corrupted like that !?
:thumbsup:
thanks so much
maybe some day i can help you out
cheers
ZayneoO0
12-14-2009, 11:07 AM
i have a feeling that it was the bend deformer i had on the particles which was causing the problems, because as soon as i try to apply the bend again , i get similar problems
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