Adam Trachtenberg
Forum Replies Created
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Adam Trachtenberg
May 20, 2006 at 11:20 pm in reply to: Thinking particle geometry to fade over life?[Alan Lacey] “Okay, got it!
Animate the display parameters of the material.”But doesn’t that fade all the particles at the same time? Which display parameters?
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Adam Trachtenberg
May 20, 2006 at 11:19 pm in reply to: Sletch and Toon with Planes using alpha channels[Michael Goldberg] “Let’s say I want the object to have the shading. Anyway around this. I know I can import the original spline, and create a surface, but that might take a while..”
Hi Michael,
I don’t understand the question. 🙂 -
Adam Trachtenberg
May 19, 2006 at 5:11 am in reply to: Sletch and Toon with Planes using alpha channelsYou should be able to fix it by going into Effects>Sketch & Toon>Shading and turning off object shading.
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Adam Trachtenberg
May 15, 2006 at 7:28 pm in reply to: The most efficient way to load a background image…Yes, you can load bitmaps directly into the orthographic viewports. Doesn’t work in the perspective viewport for obvious reasons. Go to the viewport’s Edit menu and choose “Configure”. Now click on the “Back” tab in the viewport properties.
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[Yussef] “Thanks, I’m pretty sure the collision works. Though there is no collision node, so I used dynamics – repulse/bounce and assigned the same group to particle a and particle b inputs. Not sure, but it may have done the trick.
Is the presets library accessible from the xpresso menu?”
Yep, repulse and bounce is the one.
Presets are available from the content browser. I guess you could open them up and save out the bits you need as XGroups for future use.
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Turbosquid is always a good starting place. You might also shoot an e-mail to Cactus Dan–he has a nice one in his gallery. I’m sure he’d be happy to rig him for you too (for a price :)). https://www.cactus3d.com/Home.htm
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Use the ppassAB node for particle/particle collision. Assign the same particle group for both inputs of the ppassAB.
Regarding custom emitters, I think there’s an example of that in the presets library.
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Adam Trachtenberg
May 12, 2006 at 2:51 pm in reply to: Emulating the light properties of a fluorescent tubed light fixture?You can use standard lights instead of (or in addition to) GI. Create a light and set the type to Area. Then in the lights details tab, set the area shape to Line. The light itself won’t show up in the render, so you’ll have to create a cylinder around it and exclude it in the light’s Scene tab.
Another option is to use the cylinder itself as the light source. So, instead of choosing Line as the area shape, choose “Object/Spline”, and drag your cylinder into the object box. Then check “Show in Render” below that.
As for controlling multiple lights at once, you can either do it via Xpresso, or by simply selecting multiple lights at once and changing the parameters in the attributes manager. You can do this in a relative way by typing x*(multiplier) in the parameter fields. For example, if you have a light with brightness of 100% and another at 50%, and you want to reduce the combined illumination by 50%, you would select both lights and type in the brightness field “x*.5”. If you then examine the individual lights, you’ll see that one has a brightness of 50% and the other is at 25%.
You can use a Selection Object to improve workflow. Add one to your scene, drag in all your lights, and henceforth you just have to double-click the selection object to select all your lights at once.
In addition, there is a global brightness control in Render Settings>Options.
Finally, if you use AE or another compositor, you can use multipass and output a separate pass for all your lights. This allows you to adjust brightness and even light color after the fact, and in real time.
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