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spriteNumPP support with particles?

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  • spriteNumPP support with particles?

    I found this oldish thread...

    http://forums.chaosgroup.com/showthr...ht=spritenumpp

    ...which says there's no way to read spriteNumPP from a particle system into vray.

    I assume that's still the case, but wanted to check.

    (Some background info you probably know, but anyway) :

    With maya you can have an image sequence, say 0-9, and when rendering particles as sprites drive the per-particle attribute spriteNumPP to make each particle select one of those 10 images. When I render a playblast or use the hardware render buffer I can see the correct images being used, but in vray all particles are only using the first image of the sequence.

  • #2
    Found a workaround, in case anyone in future needs this. I had a 10 frame image sequence I was randomly distributing on my sprites.
    1. add userScalar1PP
    2. attributes->vray->per particle export
    3. tick userScalar1PP
    4. particle expression,add 'userScalar1PP, = spriteNumPP/10' (ie, take the sprite num and bring it down to 0-1)
    5. make a file node for each frame in the sequence
    6. connect them all to a ramp, set interpolation to none
    7. make a particlesampler
    8. connect userScalar1PP to the vCoord of the ramp
    9. create a mult/divide node
    10. mult the ramp by particleSampler.rgbPP
    11. wire that to the self.illum of a vray material
    12. do a similar dance for opacityPP, connect to opacity map



    Oh maya... :/

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    • #3
      I've added it in the ToDo and we'll see if we can make it work in the future.

      Sorry for the inconvenience.
      V-Ray developer

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