Rendering color and alpha particles...

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gfxman
Posts: 92
Joined: 28 Mar 2011, 13:14

Rendering color and alpha particles...

Post by gfxman » 28 Mar 2011, 16:39

Hi Guys,
maybe this is a really stupid question, but i'm a total noob to ice.

I want to drive the alpha of the particle.
I got it to work using the modify particle color: i'm using the "age limit" do drive the start of the fading effect.

In the openGL, it works as expected; but i'm struggling to render it.
What is the render tree set up, to get the color attribute to drive correctly both color and transparency of each particle?
I want to render with a phong node, avoiding the "particle volume render".

I tried to "pick" the alpha channel and put in the transparency node, but all turned green...
I'm stuck at a stupid thing, i know... but please help me!

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Hirazi Blue
Administrator
Posts: 5113
Joined: 04 Jun 2009, 10:15

Re: Rendering color and alpha particles...

Post by Hirazi Blue » 28 Mar 2011, 17:59

Not sure, but: Plug the "Attribute_Color" (RGBA, plugged together in the ICE tree) shader (also) in the Transparency port of your Phong shader and make sure to check the "Use Alpha" checkbox in the Transparency settings. ;)
Stay safe, sane & healthy!

gfxman
Posts: 92
Joined: 28 Mar 2011, 13:14

Re: Rendering color and alpha particles...

Post by gfxman » 29 Mar 2011, 09:33

Hirazi Blue wrote:Not sure, but: Plug the "Attribute_Color" (RGBA, plugged together in the ICE tree) shader (also) in the Transparency port of your Phong shader and make sure to check the "Use Alpha" checkbox in the Transparency settings. ;)
Thx for the reply.
That doesn't work when the particle type is set to "point"....

nautilus
Posts: 29
Joined: 08 Mar 2011, 21:32

Re: Rendering color and alpha particles...

Post by nautilus » 03 Apr 2011, 21:48

did you try the "rpc"-addon (render point cloud)?
just a thought