2/17/2024 0 Comments 3d coat alpha fade.import![]() ![]() through the PRT Reader object, you must make sure to export the particles' ages from the other software.Īreas Blending Method | blending – Specifies the method for blending particles that have overlapping areas.Įqual – All particles add the same contribution to the end result. If the particles are imported from another plugin or application, e.g. Note: The particle ages must be exported from the Output rollout of the Phoenix Simulator. This way at one point in time different particles could use different moments of the animation, if they were born at different times. This way the animation curve will start from the birth time of each particle, instead of the first timeline frame. When you enable PA, the animation of Particle Area Radius will be read using the Age of each particle. When PA is off, the animation of Particle Area Radius affects all particles simultaneously. PA | radius_time – You could use this option only when you have animated the Particle Area Radius. Keep increasing the Particle Area Radius until the black edges are no longer visible, and this way you would get the best render speed for your setup. In case you are using the Particle Texture as a Color Map in a Phoenix Particle Shader, always start with a very small Particle Area Radius - this way the particles would render with black edges. The larger the Particle Area Radius, the longer it would take for the Particle Texture to render. This option is critical to the performance. ![]() Particle Area Radius | r adius– Specifies the size of the particle area. Otherwise, the texture will be evaluated during simulation and could cause loading and blending of frames, which is slow and in turn can produce warnings about missing particle ID or Age channels. ![]() This can help speed up simulations that use this texture. Render-time Only| render_time– The particle texture will be evaluated only during rendering. It can be any standard 3ds Max particle system, and you can pick the Phoenix Simulator or the Phoenix PRT Reader. Source Particle System | s ystem – Specifies the particle system that will be used. This way, the geometry that is covered by the WetMap particles will appear wet, and the rest of the geometry will appear dry. If you are simulating liquid that creates a WetMap particle system over geometries, you can use the Particle Texture as a grayscale mask to blend between two materials, for example, a wet material and a dry surface material. The Particle Texture can also be plugged into a material, and used to shade the surfaces of geometry objects. You can also plug the Particle Texture into a Phoenix Particle Shader's color map slot, which would enable you to shade particles as different colors, based on their Particle Channels. If a constant color is used, it can either be the same for all particle areas, or it could come from a certain Particle Channel - Age, Velocity, RGB, etc. This area can also use color from another texture, or even use different pieces of a texture for each particle. Note that the Particle Texture is generated so that each particle is white by default, with the area around each particle having soft edges, that fade to black with further distance from each particle’s position. ![]()
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