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Old 10-28-2009, 09:58 PM   #1
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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?
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Old 10-28-2009, 10:20 PM   #2
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Quote:
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.
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Old 10-28-2009, 10:40 PM   #3
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Under effects on the texture, click on local, I think that works.
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Old 10-28-2009, 10:41 PM   #4
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Quote:
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?
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Old 10-28-2009, 11:00 PM   #5
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Quote:
Originally Posted by Aikiman
Under effects on the texture, click on local, I think that works.


this didn't work, i still have swimming.
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Old 10-28-2009, 11:20 PM   #6
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Quote:
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.
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Old 10-29-2009, 12:04 AM   #7
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Quote:
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 ?
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Old 10-29-2009, 12:38 AM   #8
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Quote:
Originally Posted by royterr
this didn't work, i still have swimming.


I must have a different setup because it works my end.
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Old 10-29-2009, 12:50 AM   #9
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Quote:
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
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Old 10-29-2009, 01:33 AM   #10
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Quote:
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?
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Old 10-29-2009, 03:28 AM   #11
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Quote:
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.
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Old 10-29-2009, 04:06 AM   #12
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Quote:
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.
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Old 10-29-2009, 05:31 PM   #13
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Quote:
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.
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Last edited by stooch : 10-29-2009 at 05:35 PM.
 
Old 10-29-2009, 07:59 PM   #14
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If it the shading is a priority I would render them in SW and mimic the MR light shader with various lighting rigs.
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Old 11-04-2009, 04:38 AM   #15
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Quote:
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..
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