Well that is actually manipulating the voxels in Houdini, not a very straight forward, if at all process with FumeFX, maybe you could, somehow.
You cheat in max and make it look just as good. :shrug: You do as suggested using Fume, Krakatoa, and a particle system like TP or PFlow. Just think post processing your particles in max before you actually shade and render them.
at least Nitrous actually respects particle lighting now. In 2012 Nitrous all particles were flat shaded.
IMO forget about using pflow+nitrous in max2012 it has soo many issues it is pretty much a waste of time (as of 2012 PU10 your issue still broken). In most cases if you have to use pflow in 2012 use directX.
Not all, but much of that, has been fixed in 2013. I did just check your issue just to be sure and it does work as expected in 2013.
A couple of years ago I tried to make a script to easily merge different pflow setups, but as I remember there was a problem to enumerate dependencies. If anyone can pick this idea, I will gladly become attentive beta tester :twisted:
Hi folks. Its long I’ve posted anything here. Well…merry christmas everyone. Enjoy this festival.
Well the other day I was actually trying something out in pflow script operator. I was actually looking at how to access the particle color in script operator. Didn’t find it though. So any solution for this ?