View Full Version : (without any plugins, 3dmax2010) particles take color information from model, how?
05-25-2010, 12:58 PM
how to make pflow particles (without any plugs, krakatoa pfbox etc.) take color information from bitmap textured model? so that when i make the particles display as geometry (sphere for example) they would have the color infoamtion from the model thay were touching.
05-25-2010, 01:19 PM
"go with the flow" - "inherit emitter color"
05-25-2010, 06:57 PM
Or use the Mapping Object operator that now ships with Max 2010. :)
Simply add a Material Static op with the objects material, then add a Mapping Object op and add the object you wish to inherit the colors from, choose once or continuous. Once will set the particles mapping once and it will hold that or continuous will constantly update it, so it will cahnge if the particle is moving around.
05-25-2010, 08:35 PM
thanks a lot, i have to check which one is faster as i need high polycount to make the particle image look sharp, also, how would you animate these particle waves? I need long, dense, waves that would come from the image along certain path and create diferent shapes. i though about target lookup nodes in pflow, but maybe there is something better, some intuitive spline control?
i havent check it yet, but will pflow work with spline follow constrains? or is there some other way to have control over the long particle waves look/motion i'm after?
05-26-2010, 04:55 AM
Without a doubt hard coded operators are always faster than a script operator. The fastest way would be to build a custom box#3 op, you use only what you need without anything extra.
As for spline you can look into using the Speed by Icon constrained to a spline or there is also this thread (http://forums.cgsociety.org/showthread.php?t=800459) with a great scripted solution.
05-26-2010, 04:55 AM
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