local particle UV space

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adrian wyer

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Jan 25, 2012, 7:39:31 AM1/25/12
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sure im just being dumb, but in the past (pre 2012 SAP) didn't fractal scalar 'stick' to particles?

 

knocking out a quick and dirty dust pass, and the particles are 'swimming' through the fractal scalar, the only solution being sticking a projection lookup into the fractal's texture coords input, but this results in all cards having the same fractal pattern....

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829

www.fluid-pictures.com

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 

Rob Chapman

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Jan 25, 2012, 8:15:06 AM1/25/12
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so you can bung in a random value for each particle (in ICE) and in the render tree use this random attribute to alter the fractal so each one is different? 

Schoenberger

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Jan 26, 2012, 4:21:11 AM1/26/12
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It should stick to the particles.
I doubt that they have made changes to the shader functions.
 
The texture coordinates in the fractal scalar shader are set to auto spatial?
 
As a workraround if it is broken, if you use a vector state set to intersection point should work.
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
 

 
 


From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Wednesday, January 25, 2012 1:40 PM
To: soft...@listproc.autodesk.com
Subject: local particle UV space

adrian wyer

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Jan 26, 2012, 5:30:08 AM1/26/12
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i thought as much about the shaders not being changed.....

 

definitely not sticking though, auto spatial, turn off animation on the fractal, applied to rectangle particles moving slowly towards camera, you can clearly see the texture is swimming through the particles

 

 

hmmm

 

a

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829

www.fluid-pictures.com

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71


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Rob Chapman

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Jan 26, 2012, 5:48:44 AM1/26/12
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oh , are you plugging the fractal scalar into any material other than the particle volume shader?   I dont think the UV's would work automatically otherwise no?

Schoenberger

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Jan 26, 2012, 5:20:42 PM1/26/12
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> oh , are you plugging the fractal scalar into any material other than the particle volume shader? 
> I dont think the UV's would work automatically otherwise no?
If you plug it with auto spacial
into any object, then it is object coordinates
into the volume cloud shader, object coordinates, but with support for volume displacement/distortion
into the particle density or particle gradient, then it is per particle.
 
 
The particle volume shader is a compound with the particle density inside.
 
I will test it tomorrow if I do not forget it :-)    (usually reading this list at home only)
 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
 

 
 


From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Thursday, January 26, 2012 11:49 AM
To: soft...@listproc.autodesk.com
Subject: Re: local particle UV space

Schoenberger

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Jan 31, 2012, 6:44:34 PM1/31/12
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OK, finally tested it. No issues at all.
 
 
 
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
 

 
 


From: softimag...@listproc.autodesk.com [mailto:softimag...@listproc.autodesk.com] On Behalf Of Schoenberger
Sent: Thursday, January 26, 2012 11:21 PM

adrian wyer

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Feb 1, 2012, 6:08:46 AM2/1/12
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ahhh i see, i wasn't clear, i have rectangle 'billboard' particles, with fractal scalar plugged in to the colour on a sprite shader

 

realized that in the past i had used a sprite, not a 'live' fractal

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Schoenberger

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Feb 1, 2012, 6:34:21 AM2/1/12
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So if a billboard sticks, it is just a matter of using thr right texture support.
Try to use a texture projection shader as input of the fractal.
As the fractal_scl is missing the XSI texture support (was a mistake when they implemented it into the render tree).
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
 

 
 

Sent: Wednesday, February 01, 2012 12:09 PM

adrian wyer

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Feb 1, 2012, 9:21:20 AM2/1/12
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yeah, that's what i resorted to, but then you have the same local space on each particle, therefore the same texture.....

 

used sprites in the end, much quicker

Schoenberger

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Feb 1, 2012, 11:44:44 AM2/1/12
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My solution would be to use the particle ID and plug it into the Texture Projection Edit node as offset.
 
Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night
 

 
 

Sent: Wednesday, February 01, 2012 3:21 PM

adrian wyer

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Feb 1, 2012, 12:13:28 PM2/1/12
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....and that's why i love ICE and this list!

 

cheers

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