sprites and 3d textures question

Become a member of the CGSociety

Connect, Share, and Learn with our Large Growing CG Art Community. It's Free!

THREAD CLOSED
 
Thread Tools Search this Thread Display Modes
  10 October 2009
sprites and 3d textures question

i have some cloud particles being emitted from a surface.
i assigned a 3D texture for their transparency but when they move i get a "swimming effect" where the transparency of each particle changes threw time (which is normal because the particle is traveling threw the 3d texture). Is there away to avoid this swimming effect with 3d cloud textures?
__________________
sor.typepad.com
 
  10 October 2009
Originally Posted by royterr: i have some cloud particles being emitted from a surface.
i assigned a 3D texture for their transparency but when they move i get a "swimming effect" where the transparency of each particle changes threw time (which is normal because the particle is traveling threw the 3d texture). Is there away to avoid this swimming effect with 3d cloud textures?


not sure if this is supported yet, but you can try connecting the particle location using the particle info node to the center of your 3D texture.
__________________
From Russia, with love @ stooch.tv
 
  10 October 2009
Under effects on the texture, click on local, I think that works.
__________________
Vimeo
 
  10 October 2009
Originally Posted by stooch: not sure if this is supported yet, but you can try connecting the particle location using the particle info node to the center of your 3D texture.


can you give more details and to achieve this connection?
will this give a diiferent part of the 3d texture to each particle all will they all look the same?
__________________
sor.typepad.com
 
  10 October 2009
Originally Posted by Aikiman: Under effects on the texture, click on local, I think that works.


this didn't work, i still have swimming.
__________________
sor.typepad.com
 
  10 October 2009
Originally Posted by royterr: can you give more details and to achieve this connection?
will this give a diiferent part of the 3d texture to each particle all will they all look the same?


same.

you can make a per particle value that can be a random number + time then use this value to drive the 3D texture time through the particle info sampler.
__________________
From Russia, with love @ stooch.tv
 
  10 October 2009
Originally Posted by stooch: same.

you can make a per particle value that can be a random number + time then use this value to drive the 3D texture time through the particle info sampler.


can you give me the steps for this method ?
__________________
sor.typepad.com
 
  10 October 2009
Originally Posted by royterr: this didn't work, i still have swimming.


I must have a different setup because it works my end.
__________________
Vimeo
 
  10 October 2009
Originally Posted by Aikiman: I must have a different setup because it works my end.


can you post your scene, heres mine:

http://sor.typepad.com/files/swimming3dtextures.rar
__________________
sor.typepad.com
 
  10 October 2009
Originally Posted by royterr: can you post your scene, heres mine:

http://sor.typepad.com/files/swimming3dtextures.rar


How can I download this .rar? I get gobbledegook on an html page instead. Can you .zip it?
__________________
Vimeo
 
  10 October 2009
Originally Posted by Aikiman: How can I download this .rar? I get gobbledegook on an html page instead. Can you .zip it?


right click and save as.
__________________
sor.typepad.com
 
  10 October 2009
Originally Posted by royterr: right click and save as.


Im off home but will check later on tonight. Just from first impressions I would try SW render rather than MR, from past experience MR has not always been friendly with particle rendering.
__________________
Vimeo
 
  10 October 2009
Originally Posted by Aikiman: I must have a different setup because it works my end.


that feature only worked for software rendering AFAIK. unless this changed with the latest MR (they did say they support all particle sampler channels now)

to the OP. please do a search on the forums for an example, it was pretty involved because not all particle sampler channels are supported with mental ray so you have to make sure to pipe this from the correct channels also i believe there was an offset too, that needs to be dialed in to center the texture center onto the particle. ill do some tests when im not busy. In general im working on a sprite shading rig anyway, hardware rendering is the way to go.
__________________
From Russia, with love @ stooch.tv

Last edited by stooch : 10 October 2009 at 05:35 PM.
 
  10 October 2009
If it the shading is a priority I would render them in SW and mimic the MR light shader with various lighting rigs.
__________________
Vimeo
 
  11 November 2009
Originally Posted by Aikiman: If it the shading is a priority I would render them in SW and mimic the MR light shader with various lighting rigs.


after alot of tests, i turns out that the local option in 3d texture is not supported by MR.
that's too bad..
__________________
sor.typepad.com
 
Thread Closed share thread



Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
CGSociety
Society of Digital Artists
www.cgsociety.org

Powered by vBulletin
Copyright 2000 - 2006,
Jelsoft Enterprises Ltd.
Minimize Ads
Forum Jump
Miscellaneous

All times are GMT. The time now is 09:54 PM.


Powered by vBulletin
Copyright ©2000 - 2017, Jelsoft Enterprises Ltd.