Workspace Particles
- clintonman
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- clintonman
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Re: Workspace Particles
Converted to what I call a "Reactive" particle system, using a script object instead of a command script. The script reacts to changes from outside the script, where command scripts are run directly. In this case the script is basically reacting to changes in the time line. Being reactive makes it much easier to render.
Also changed to a world coordinate system which will make it easier/possible for the particles to originate from objects in the scene and be able to move independently of those objects.
Re: Workspace Particles
Sounds like your Particle System is getting some awesome upgrades!
Salivating
Noticed something and not sure what is going on.
I added a modified Sequence Image Player to your Particle System's Material to see if I could get an animated material working. It works but the images are showing Backwards or Mirrored and upside down.
The included Sequence Image Player has an Animation aspect with a Time attribute that can be Keyframed.
You would need to create and load 40 images.
Can you take a peak at this? I created a simple 40 frame animation (not included) of a Cube traveling from the left of the screen to the right.
With the Animation playing while running the Particles System, you can see the images playing Backwards.
Salivating
Noticed something and not sure what is going on.
I added a modified Sequence Image Player to your Particle System's Material to see if I could get an animated material working. It works but the images are showing Backwards or Mirrored and upside down.
The included Sequence Image Player has an Animation aspect with a Time attribute that can be Keyframed.
You would need to create and load 40 images.
Can you take a peak at this? I created a simple 40 frame animation (not included) of a Cube traveling from the left of the screen to the right.
With the Animation playing while running the Particles System, you can see the images playing Backwards.
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- Item.RsScn
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- clintonman
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Re: Workspace Particles
Try reversing the UV mapping with negative values.
- clintonman
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Re: Workspace Particles
Final update before cleanup and release.
Fixed the horrible trueSpace crash bug
Emit from vertices or face in order or randomly.
Enable or disable ground collision checkbox
flipbook animation material
inherit velocity - particle initial speed can match the emitter motion
Side note for trueBlue - I changed the UVs for the cards because they were upside down, so this would undo the scale UV by -1 advice from before.
Re: Workspace Particles
Awesome!
Is this something that would be useful for your flip book images?
Glen Gordon made this Contact Sheet Generator
Is this something that would be useful for your flip book images?
Glen Gordon made this Contact Sheet Generator
- clintonman
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Re: Workspace Particles
Could be, as a tool that's run to generate the flip book image used in the material. The particle system is limited to square image, #rows = #columns.
- clintonman
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Re: Workspace Particles
trueSpace BUG
This really caused me a lot of trouble. The ConstantTexture node's InputBitmap node has it's usage set to "DIFFUSEMAP". It usually works but when I tried to use it with the flip book constant texture it failed and only read the Color_shader value. Changing the usage to "CONSTANTMAP" fixed the problem.
Re: Workspace Particles
Is this something I should update or add to in the Updates?
C:\trueSpace761\tS\Rs Main Libraries\Shaders - Constant Shaders
ConstantTexture.RsObj
How do you find the solution by changing it to CONSTANTMAP?
C:\trueSpace761\tS\Rs Main Libraries\Shaders - Constant Shaders
ConstantTexture.RsObj
How do you find the solution by changing it to CONSTANTMAP?