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  • This may be the longest post ever in this forum. It is definitely the longest first post — most first posts are something about the “orbing” effect in “Charmed”. =)

    I just wanted to point out that Mike (in the auroroa example) was trying to render out the alpha channel that pIllusion was generating in the visible (RGB) channels. He did this by viewing the alpha channel using Alt-A (Cmd-A on Mac). The problem as he pointed out is that pIllusion only creates an alpha channel for the particles, even if the background footage has an alpha channel, so the bg footage disappears. The looping process requires the bg footage to be visible, hence Mike’s problem.

    The solution was to use a Tint Strength of 100% and a Tint Color of white instead of viewing the alpha channel. You may need to make all particle types “intense” for this to work too, but possibly not.

    Alan.
    wondertouch

  • Alan Lorence

    July 26, 2006 at 6:50 pm in reply to: Z-Position For Emitters

    [Dragon] “only reason for upgrade”

    How could you possibly say this, without knowing what the features would be? Are you saying that particleIllusion 3 does EVERYTHING you need except Z? 😉

    Don’t expect 4.0 until mid next year I think. Before that, we have planned a 3.1 Windows release (to fix the DV and other AVI issues) which will be a free update. Then 3.5 is next, which will be a paid upgrade with new features that I will not list yet, but 3D is not one of them. Next would be 4.0, with a 3D engine.

    Note that ANY of this could change at any time. For instance, I may decide to skip the 3.1 update, and just roll it into 3.5. Or, I may decide that 3.5 should be 3D, which means that there will be no 3.5, and we’ll go straight to 4.0. I doubt this will happen, but I’m saying that I reserve the right to do so.

    Alan.
    wondertouch

  • Alan Lorence

    July 23, 2006 at 12:30 am in reply to: Objects “in” the Matrix question..

    [enigma735] “Or perhaps an Area Emitter version of the Matrix Falls emitter?”

    I’m not sure how this would make it easier, nor would it be appropriate.

    I’m having a hard time understanding what the problem is. It sounds like this might be something that would require a 3D program. Use the matrix emitter to create an animated texture, then apply the texture to the 3D objects (or whatever).

    Alan.
    wondertouch

  • Alan Lorence

    July 23, 2006 at 12:23 am in reply to: New versions of PI: Alan ?

    [beast666] “1. The ability to import 3d objects”

    Not to be too negative, but I don’t see this ever happening. It would require a 3D rendering engine, with texturing, etc. That’s beyond the scope of pIllusion. Why not just render the objects and then import the images?

    [beast666] “2. Windows-style library management, where a library is a directory, and the actual emmitters are files. Easy for creating your own directories, and copying individual files to them.”

    But not very cross-platform, is it? Also, where do the particle shape images (which are shared by all of the emitters in a library) go?

    Glad you’re thinking though. Don’t stop making suggestions.

    Alan.
    wondertouch

  • Alan Lorence

    July 21, 2006 at 4:48 pm in reply to: DLL Error

    What is the exact error message? This is probably best handled through wondertouch support — email please, and provide your full name.

    Alan.
    wondertouch

  • Alan Lorence

    July 21, 2006 at 4:44 pm in reply to: Mac PI 3.0 video question

    There are no limitations on QuickTime movies (MOV) that pIllusion can use on the Mac. I wonder if it is a problem with the demo version? Can you send a clip that crashes (doesn’t matter how long it is — shorter is better) and I’ll test it here? Email it to wondertouch support (or email a download link).

    Alan.
    wondertouch

  • You’re right about “size over life” and you’re right that there is an easier way. Don’t move the graph points manually — just r-click and use “Mirror” or “Flip”.

    Alan.
    wondertouch

  • Alan Lorence

    July 19, 2006 at 4:35 pm in reply to: Converging two objects…

    Just remember to use a lossless format for the intermediate render (TGA, PNG, or a lossless movie codec).

    Alan.
    wondertouch

  • Alan Lorence

    July 19, 2006 at 4:02 pm in reply to: Converging two objects…

    No, a blocker will cover all particles below it, even on other layers.

    Why don’t you just make it 2 separate projects, and combine them in another app or pIllusion as a bg layer? Render the ice guy first, then load it as bg image into the fire man project.

    Alan.
    wondertouch

  • Alan Lorence

    July 19, 2006 at 2:24 pm in reply to: Particleillusion SE (Windows) STOPPED!

    email wondertouch support and you’ll be provided with an alternate trial version.

    Alan.
    wondertouch

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