  | |  | Particle Effects | Particle Effects 2005-10-31 - By Michael J. H. Brooks
Back Hello Pascal:
>kentcshum wrote: > > >>I was playing with C4Pro for the past couple of days, mainly with its >>Particle Emitter. I was >>just wondering, is it possible to apply a shader to the emitter so >>that each particle seed >>doesn't have to look so much like a polygon or shape? Is there a way >>to to apply, say the >>Clouds primitive, to the emitter so that a cloud primitive becomes a seed? >> >> > >Hi > >it is not possible in C4Pro. However, in C5 and C5Pro the particle >emitter has been really improved and you could be able to apply a >primitive as a seed. But the easiest way to make smoke in C5 is to use >facing camera particles with a good shader. >You can still do smoke in C4 but it is not so easy: try to put a texture >map on the alpha channel of your shader so that even with polygons >you'll get better shapes. > >Pascal C > I'm jumping into the middle of your conversation so I hope you don't mind....
Thank you for the wonderfully improved particle system!
I've never been able to get shaded balls to look quite like I wanted for dust / smoke trails so on the weekend I tried using the "volumetric" elements (e.g. clouds, fire, fog, volumetric clouds, etc..) as primitives and they don't seem to work. If I understand the new particle emitter correctly I must tell the emitter to use "objects" as the emitter particles then make "objects" children of the emitter. That works for me when I use "polygon" or "primitive" (e.g. sphere, cube) objects but not when I use "volumetric" objects. Did I miss something?
Also, I noticed something else regarding the particles... the "local gravity" seems to ignore the particle "mass" when calculating climb and fall rates even though "local gravity" is shown as "in/s^2/kg". In other words, with the local gravity set to z = -9 a 100kg particle seems to climb and fall to the ground at the same speed as a 0.01kg particle. Did I miss something?
Thank You,
Michael
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