Here I will present some useful tips for Crowd Artists and VFX artists who use particles in their work. It will be mostly Houdini but some Maya in the older posts. Please feel free to comment or correct as appropriate.
Friday 15 April 2011
Adding variation to per particle attributes that use ramps
Let's say you have a classic particle (not an nParticle) which will use a ramp to assign it's radiusPP.
You want to add some variation to the ramp but have each particle read a unique value and then travel up the ramp over it's lifespan as usual.
Here are the steps:
1. Create the radiusPP via the Add Dynamics Attibutes button
2. Create the ramp by right-clicking in the RadiusPP box
3. Right-click the RadiusPP box again and hold over the menu item until the second menu appears. Choose Create RadiusUPP
4. Once you have the RadiusUPP attribute, give it a random value betweek 0 and 1 via the expression editor
5. To link the UPP value to the ramp, we need to re-make the array mapper. Right-click on the RadiusPP box and delete the arrap mapper (you will want to rename or check the name of the ramp before you do this)
6. Right-click in the RadiusPP box again and click on the Create Ramp options box. Choose RadiusUPP for the input U, leave input V as Particle's Age and then choose the ramp in the Map To list.
Now each particle is going to read a value at a random point across the bottom of the ramp and then move up the ramp over it's lifetime. Now we need to add some variation to the ramp. A quick way to do this is to use the ramp's built in noise functions
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