Here are some things that would make us more productive with Particle Shader.
* Ability to AND subgroups together, like Smaller than 0.1 AND Above water
* Ability to make subgroups based on particle RGB color (or otherwise associate them with a particular PHX Source emitter vs. the foam generated "on hit," etc.)
* Ability to use Cutter Geometry with Geometry Mode
* Ability to export mattes like Multi-matte in Volumetric mode.
* Ability to use custom geometry (We can use Instancer or Frost, but then we lose some of the other subgroup controls, etc.)
* Ability to at least randomize (control ably) the squash and stretch of the bubbles to give them at least a little variance. Include stretch along motion vector.
* Might there be some way to offer some blur (literally softening) of the bubbles, etc. Maybe this is high-frequency motion noise with motion blur, but some way to take the edge off the bubbles without having to blur them in post. Sometimes motion blur isn't enough to do this, or certain particles don't have enough motion blur, or it is in the wrong direction. Some way to have each particle get some random sub-frame motion (jitter) to get some softening via motion blur would be really helpful and avoid hand painting of blurring in the post. Sort of a Heisenberg Principle of particle positions except we don't really knows its velocity or its position. We would of course want to be able to adjust the strength of this jitter. I guess this would require multiple geometry samples, and maybe get crazy slow, but perhaps there is some trick. Some camera space convolution or something. Or perhaps animated scaling. Maybe this is even possible now with sub-frame animated scale noise. Hmmm.
* Perhaps the above is a fresnel-like (towards-away) transparency at the edge of the bubbles-- a way to soften the edges, We would have to adjust the highlights separately.
Those are some of things I have been wanting lately. Thanks again for listening.
* Ability to AND subgroups together, like Smaller than 0.1 AND Above water
* Ability to make subgroups based on particle RGB color (or otherwise associate them with a particular PHX Source emitter vs. the foam generated "on hit," etc.)
* Ability to use Cutter Geometry with Geometry Mode
* Ability to export mattes like Multi-matte in Volumetric mode.
* Ability to use custom geometry (We can use Instancer or Frost, but then we lose some of the other subgroup controls, etc.)
* Ability to at least randomize (control ably) the squash and stretch of the bubbles to give them at least a little variance. Include stretch along motion vector.
* Might there be some way to offer some blur (literally softening) of the bubbles, etc. Maybe this is high-frequency motion noise with motion blur, but some way to take the edge off the bubbles without having to blur them in post. Sometimes motion blur isn't enough to do this, or certain particles don't have enough motion blur, or it is in the wrong direction. Some way to have each particle get some random sub-frame motion (jitter) to get some softening via motion blur would be really helpful and avoid hand painting of blurring in the post. Sort of a Heisenberg Principle of particle positions except we don't really knows its velocity or its position. We would of course want to be able to adjust the strength of this jitter. I guess this would require multiple geometry samples, and maybe get crazy slow, but perhaps there is some trick. Some camera space convolution or something. Or perhaps animated scaling. Maybe this is even possible now with sub-frame animated scale noise. Hmmm.
* Perhaps the above is a fresnel-like (towards-away) transparency at the edge of the bubbles-- a way to soften the edges, We would have to adjust the highlights separately.
Those are some of things I have been wanting lately. Thanks again for listening.
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