I ran into a few issues while using the new particle volume shader of v7.
1. I wasnt able to convince the particles to pick up FG lighting. The
environment picks up the irradiance bounce from the particles very well (for
example lighting a dark room with a red glowing fire), but i couldnt get it to
work the other way round (for example lighting a particle cloud with the
physical sky). The volume just stays at its ambience value. Any hints on this?
2. So far i was unsuccessful to make the clouds fade to transparent. All my
attempts to pass alpha values to the volume shader resulted in cutting the
cloud off where transparency occurs (which i guess is a feature). But i wasn't
able to lets say have a gradient over a cloud from 100% solid to fully
transparent. Probably i'm just missing a switch..
Any hints would be appreciated.
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Best regards,
Martin mailto:mar...@exposure-vfx.com
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> 7:05 PM
Sunday, September 7, 2008, 4:33:53 AM, you wrote:
> 2.) I believe you have to set the "Per Cloud or Gradient: Color/Density"
> intensity density to 1.
> then feed the values from a particle gradient into the "density" port.
Thanks for your suggestion, I was struggling because I couldnt get the particle
gradient to influence the whole span of the cloud and not just the span of one
particle..
So I did it like this: I stopped trying to generate the transparency from
within the rendertree, but rather used a gradient in the icetree, driven by the
particle position and rescaled the whole value range to 0 - 1.. the "1"-value
on the ice gradient then got an alpha of 0...
So my cloud nicely fades off to zero.
As soon as I'm done with this whole thing I'll have a closer look at your
method, since I need to fully understand the whole density concept sooner or
later.