XaiJu
entagma
entagma

patreon


Render Setup: Advected Particles

Here are our latest tutorial's render files - set up for rendering using Redshift 2.6.19. A golden shimmer.

Render Setup: Advected Particles

Comments

Hey Bruno, I did end up getting it to work. What Mo suggested should work. Make sure you're using the RSPoint Attribute rather then usercolordata node.

Henry Bullen

Henry Have you figured this out? Running into the same problem!

Bruno Canales

Thanks Mo, I've played around with it quite a bit but can't seem to get the colour to appear. The render only registers materials applied to the instances, and they don't contain the Cd attribute that the particles do. Should that be appearing? Or is there a way I need to be transferring the Cd to the instance geo node? Hope that makes sense!

Henry Bullen

Hi Henry, sorry for the late reply. Yes indeed - write a color (Cd) attribute onto the points and then in the Redshift material load the color using the RSPoint Attribute node. Wire that e.g. into the diffuse color slot of your Material node and you should be done :) Cheers, Mo

Entagma

Hi guys, is there a way to have the particle instances inherit the colour of the particles?

Henry Bullen

Hi Paul - glad you solved it! Alternatively you could wire a POP Wrangle into the POP Solver's pre-solve slot and directly set w to your liking - but yours is perfectly fine! v@w = (rand(@id+123) - {.5,.5,.5}) * 10; Cheers, Mo :)

Entagma

axis = rand(@id) - set(0.5, 0.5, 0.5); spinspeed *= rand(@id+0.1);

paul silcox

OK, I got it done with a POPSPIN node with the following in the VEXpression dialogue box:

paul silcox

Hi Moritz, It's a super simple setup, thanks. The PopWrangle node adds a 'w' attribute but what if we wanted the particles to come out with a random spin?

paul silcox


More Creators