Custom material on Particles:Mental ray -Not respecting falloff Opacity


#1

Im trying to render some simple smoke effect with sprites and mental ray. The problem is the sprites are not fading off according to my ramp tied into opacityPP.

The particle opacity seems to fall off correctly in veiwport and render correctly in hardware render buffer, but we want to render Mental Ray.

Is there something im missing here? I feel something as simple as particle fall off cant be this broken.
NOTE: Breaks when assigning a custom material/ texture, just a simple lambert with my sprite card plugged into it.


#2

Normal shaders do know nothing abut per particle data. The builtin particle shader automatically gets the needed informations.

You can do it by creating a particleSampler node and connect the outTransparency to your lambert transparency. You may have to invert it - not really sure.


#3

I was able to fix it by plugging in the opacityPP from the particleSamplerInfo node, into the file texture alphaGain.


#4

This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.