I would like to disintegrate a character for fun. I have got two layers - one is for background and another one is for foreground character with alpha. I used the same steps as in this tutorial by Bobo.
I created a plane facing to camera and applied a simple material to it. For shader, I slotted a projection map (Camera Map Per Pixel) of the foreground character to Ambient Color, Diffuse Color and Opacity Channels. I set the Mono Channel Output in map to Alpha.
In Particle View - I created empty Flow and connect the PF Source 01 (Viewport % set to 0.005) to Event 01 consisting Birth (10 million particles, Emit Start and Emit Stop set to 0), Position Object 01 (Plane 01), Material Dynamic 01 (with material applied) and Display 01 (set to Dots).
I test rendered the Krakatoa particles, the color and alpha (opacity) are working fine. I saved the particles (PRT) with the following channels - Position (float32[3]), Color (float16[3]) and ID (int32).
I loaded the particles (PRT Loader) in the same scene. As in tutorial - I created another empty Flow (PF Source 02) and with operator “Krakatoa PRT Update 01” under it. I created “Krakatoa PRT Birth 01” operator under Event 02 and appended a Collision operator connected to another event (Event03) with Force operator (Wind and Drag).
Particle View:
PF Source 01
Render 01 (Geometry)
---- connected to Event 01 ----
Birth 01 (At 0 T 10000000)
Position Object 01 (Plane 01)
Material Dynamic 01 (01 - Default) --> Projection Material
Display 01 (Dots)
Saved Particles…
PF Source 02 (Viewport % 0.005, Render % 100)
Render 02 (Geometry) Visible % 100
Krakatoa PRT Update 01 (ID and Color checked)
---- connected to Event 02 ----
Krakatoa PRT Birth 01 (PRT Loader 01)
Collision 02 (SDeflector 01) --> Connected to Event 03
Display 02 (Ticks)
Event 03
Force 01 (Wind01 and Drag01)
Display 03 (Ticks)
Here are my questions:–
The particles in alpha region (plane) is solid black when loading particles, they should be transparent. How do I retain opacity? Should I create a custom float channel for Opacity before saving the particles as the opacity channel is not listed?
I’m confused with “Render” and “Viewport” check boxes under PRT Loader - do I need to enable both as the new particle will be generated by Collision operator (SDeflector) and the color (and other channels) will be inherited. Am I correct? It took very long to update the particles on per frame basis if both “Render” and “Viewport” are enabled. Should the PRT particles always be loaded 100% in viewport?
Am I using the correct approach?