Cannot get the rgbPP

Hello there,

I got the below information to get the rgbPP in the forum. I’ve tried to figure it out by myself but there is still no luck.
===================================================================================================
- Create the pp attr UserVector1PP or any other PP attr you’re not using.
- Create creation exp: particleShape1.userVector1PP = <<rand(0,1),rand(0,1),rand(0,1)>>; //assign random matte colors to particles
- Enable export of UserVector1PP from vrayexport attr
- Create particleSamplerInfo
- Create Ramp and delete all extra slots so you’re left with one color slot
- Connect particleSamplerInfo1.userVector1PP to ramp1.colorEntryList[0].color
- Create “extraTex” vrayrenderelement
- Connect ramp1.outColor vrayRE_Extra_Tex.vray_texture_extratex

This gives you the following:

or if you only want RGB mattes use the following exp:
float $rand = rand(0,1);
if ($rand > .66)
particleShape1.userVector1PP = <<1,0,0>>;
else if ($rand > .33)
particleShape1.userVector1PP = <<0,1,0>>;
else
particleShape1.userVector1PP = <<0,0,1>>;

which gives you:

Last edited by jbvfx; 09-12-2011 at 06:32 PM.

Set the particle properties (e.g. RGB PP),
add the V-Ray per-particle attributes to the particle shape,
turn on the RGB export; then use the Particle Sampler texture to connect the per-particle RGB color to your material.
From Vlado.
===================================================================================================

Could you please check the attached rgbPP file which one I set up to get rgbPP with V-Ray? Please let me know what I am making a mistake to get the rgbPP.
It is working with hardware renderer for Maya.
Here is the image what I want to get with V-Ray.

BTW, I’ve mentioned this one with this thread - http://www.chaosgroup.com/forums/vbulletin/showthread.php?53712-Maya-Particles… as well

One more thing, could you please let me know how I can use the VRayParticleTex?

Thank you for all of your help in advance.
Best Regards,
rgbPP.zip (8.25 KB)

You seem to not have followed this step:> then use the Particle Sampler texture to connect the per-particle RGB color to your material.

When I attached a particleSamplerInfo node to the color slot of the lambert1 material, things work as expected.

/Vlado

Yeap, You are totally right. I couldn’t understand what it is meaning. Because it is unnecessary for Hardware Renderer of Maya. Now I got it. I am really so sorry for that.
Thank you for your kindness.

Best Regards,