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Old 02-18-2013, 04:41 PM   #1
em3
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Assigning random colors to Pflow

Hellloooooo!

Is it possible to assign colors per particle without Box #2/3?

I am currently working on a project where the goal is to display light reflections over the course of a year. Where the reflected light intersects the target, I would like to place my particle (I have that script) and color/material it based on the month it happens in.
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Old 02-19-2013, 08:13 AM   #2
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U can try multisub material with random in PF...
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Old 02-19-2013, 09:30 AM   #3
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Quote:
Originally Posted by em3
Hellloooooo!

Is it possible to assign colors per particle without Box #2/3?

I am currently working on a project where the goal is to display light reflections over the course of a year. Where the reflected light intersects the target, I would like to place my particle (I have that script) and color/material it based on the month it happens in.


Yes, you can use a Script Operator and the function
setParticleMapping < index >particleIndex < int >mapChannel < point3 >mapValue
with mapChannel set to 0 to affect the Vertex Color channel.

Then add a Material with Vertex Color Map in the Diffuse slot to the PFlow and you are ready to go!

For example, set up a PFlow with Speed set to Random 3D and values 100.0 and variation 100.0. Then add a Script Operator and put this in it:

Code:
on ChannelsUsed pCont do ( pCont.useSpeed = true pCont.useMapping = true ) on Init pCont do () on Proceed pCont do ( count = pCont.NumParticles() for i in 1 to count do ( pCont.particleIndex = i theVal = length (pCont.particleSpeed*25.0) pCont.setParticleMapping i 0 [1.0-theVal, theVal, 0] ) ) on Release pCont do ()


Add a Material Static, drop a Standard material, assign Vertex Color Map to Diffuse channel and render in Scanline - fast particles will be green, slow particles will be red...
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Old 02-19-2013, 09:30 AM   #4
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