![]() ![]() Multiply Intensity By Size | multiplyByParticleSize – When enabled, the Color Intensity value is multiplied by the particle's Size channel. This option can be used when blending wet and dry materials when using WetMap particles (when Wetting is enabled in the Liquid rollout) because the WetMap particles shrink with time.Īnimate Intensity By Age | animateAmplitudeByAge – You could use this option only when you have animated the Color Intensity. Otherwise, it is set to 1.Ĭolor Intensity | amplitudeAmount – The color strength in the particle area. ![]() Voronoi | blendingMethod – The nearest particle is used.īlend Alpha | blendAlpha – When enabled, the alpha of the sampled color texture is blended. Proportional | blendingMethod – The contribution of each particle is determined by the distance to the particle.īiggest | blendingMethod – The particle with the biggest contribution determines the end result. This way at one point in time different particles could use different moments of the animation, if they were born at different times. Note: The particle ages must be exported from the Output rollout of the Phoenix Simulator.Īreas Blending Method | blendingMethod – Specifies the method for blending particles that have overlapping areas.Įqual | blendingMethod – All particles add the same contribution to the end result. This way the animation curve will start from the birth time of each particle, instead of the first timeline frame. When you enable Animate Area Radius by Age, the animation of Particle Area Radius will be read using the Age of each particle. When Animate Area Radius by Age is off, the animation of Particle Area Radius affects all particles simultaneously. Keep increasing the Particle Area Radius until the black edges are no longer visible, and this way you would get the best render speed for your setup.Īnimate Area Radius by Age | animateBlendRadiusByAge – You could use this option only when you have animated the Particle Area Radius. In case you are using the Particle Texture as a Color Map in a Phoenix Particle Shader, always start with a very small Particle Area Radius - this way the particles would render with black edges. The larger the Particle Area Radius, the longer it would take for the Particle Texture to render. This option is critical to the performance. Particle Area Radius (units) | blendRadiusUnits – Specifies the size of the particle area. This way, the geometry that is covered by the WetMap particles will appear wet, and the rest of the geometry will appear dry. If you are simulating liquid that creates a WetMap particle system over geometries, you can use the Particle Texture as a grayscale mask to blend between two materials, for example, a wet material and a dry surface material. The Particle Texture can also be plugged into a material, and used to shade the surfaces of geometry objects. You can also plug the Particle Texture into a Phoenix Particle Shader's color map slot, which would enable you to shade particles as different colors, based on their Particle Channels. If a constant color is used, it can either be the same for all particle areas, or it could come from a certain Particle Channel - Age, Velocity, RGB, etc. This area can also use color from another texture, or even use different pieces of a texture for each particle. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.Note that the Particle Texture is generated so that each particle is white by default, with the area around each particle having soft edges, that fade to black with further distance from each particle’s position. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: ![]()
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