Particle - shader question
Moviehawk
Posts: 67
Thanks in advance for any help.
Here' what I want to accomplish ...
Run a particle stream of spheres and have the spheres fade out after 2-3 seconds. Not the entire stream of particles - only the ones that have been in existence for the spec ...
Edit: Not sure what happened - message got cut off!!!
Fade out only the spheres that have been in existence for the specified time.
I know how to limit lifetime, fade out the entire emitter using a shader and change size over time.
But can't figure out how to make them fade away.
Thanks for any help.
Allen
Post edited by Moviehawk on
Comments
Hi Moviehawk :)
You'd use the ( Natural functions / Particle shader ) then choose "Age" as the variable.
you can make a Mixer in the alpha channel, or transparency channel and use that ( particle shader / age) as the Blender of two values.
and that will fade the particle out depending on it's age.
Hope it helps :)
Thanks .. I owe you a pizza.
I keep forgetting the particle shader is located under natural functions(!)
This works ... almost.
Ideally I want the particle to run 4-5 seconds - with no fading, then fade out over the following 1-2 seconds.
I'll have to keep tweaking.
Thanks
Use a curve filter on the particle shader. Adjust the curve to get what you want.
Eximorph .. thanks for that tip, but I can't seem to get any results using that approach?? I must be doing something wrong - I'll keep trying.
Is this the type of effect you were trying for?
In my second try I simplified the alpha channel. The particle age is modified by the curve filter so that for the first 70% of the lifespan will have alpha 100%. Then it will fall to 0% by the end of the lifespan.
If you are interested in my test scene, PM me your email and I'll send it to you.
Hi Eximorph :)
Nice solution.
the curve filter can be a really powerful way to control the effect of shaders.
:)
Eximorph .. that did the trick!
Eximoroh, 3dage - you both get pizzas!
Never used the curve filter before - opens up a whole new bag of tricks!
Was just starting to try Shoestring Shaders proximity shader - a powerful tool with it's own WOW factor, but this gives me the result I was looking for.
Applied the same concept to the glow channel and now I can get my particles to change glow color at midstream.
Will have to keep experimenting.
Thanks