Originally posted by augustus
[B]I’m trying to make a little animation with a some kind of bottle and gaseous goes out of the bottle (what a terrific English ). The bottle is not a simple shape, and will be animated ( I mean character animation, not a simple rolling). I made some tests with a simple particle setup (put an emitter follows general shape of the bottle in the bottle, make particles and bottle collide, so on). My question is, do you think I’m on right way, or is there a more reasonable way? I’m trying to use software rendered particles, cos i will use raytracing. How can i avoid the pacticles avoid the bottles’s boundaries? (i tried to use a smaller version of bottle to collision detection)
Sorry for my English, i hope you can understand me. [/B]
i think your approach is feasible. the problem you need to solve is, as you point out, how to make the particles not show up outside the bottle’s volume. for the position of the particles, collision objects scaled apropriately work. but using the cloud shader makes particles shading interpenetrate the bottle and particles shading will show up outside the bottle.
to solve that, try rendering a matte that cuts out all the particles outside the bottle. that means you need to model (and skin) another model around your bottle, that gets a black material assigned. assign a white matte material to your particles. so when you render your particles separately and you render the matte pass you can limit the particles to the area of the bottle.
if haven’t done this before, but i guess it could work. give it a try and tell us how it goes.