Particle animation, Materials, and emitter questions...
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Particle animation, Materials, and emitter questions...
Working on an animated logo for my Outfit in Planetside 2. Have a few questions using Blender Render in v2.65 (will DL v2.66 later today/tomorrow).
Cycles doesn't do SSS, so using Blender Render. I need some good tuts on basic materials and textures. I still remember UV unwrap, but the rest is fuzzy, at best. Nodes is obviously better.
Can I use a photo texture and use it as an emitter? I am making an obsidian material and would like the "veins" in the rock to emit. Not sure how to do it.
I have particle sims down pretty well again, amazingly, but I can't figure out how to keyframe them to turn on/off in an animation? Hopefully this is an easy one.
Cycles doesn't do SSS, so using Blender Render. I need some good tuts on basic materials and textures. I still remember UV unwrap, but the rest is fuzzy, at best. Nodes is obviously better.
Can I use a photo texture and use it as an emitter? I am making an obsidian material and would like the "veins" in the rock to emit. Not sure how to do it.
I have particle sims down pretty well again, amazingly, but I can't figure out how to keyframe them to turn on/off in an animation? Hopefully this is an easy one.
Acuta73- Posts : 4
Join date : 2013-02-22
Age : 51
Location : Portland, Or
Re: Particle animation, Materials, and emitter questions...
For the texture problem; you can still do texture nodes as you used to be able to.
Split a node window, switch to texture nodes, and then enable them with Use Nodes.
[You must be registered and logged in to see this image.]
After you create your texture using masks, or whatever method you choose to use, you simply set to modify emission;
[You must be registered and logged in to see this image.]
You can now also create actual light with texture emission, unlike the faked effect in 2.49-
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The animation thing I'll have to play with for a bit. I haven't done any of that since 2.49. Give me a bit.
Question; do you just want to disable renderability during the animation, or actual emission? The first is easy, and I know how to do it. The second one, i'm not sure about yet.
If you just want to disable render, split an IPO window, and then hover over the render-active button in the particle modifier, and press "I". In the IPO window, a new curve will appear which will let you animate the value of that button. Cntrl-Click on the curve to add a new point. In the IPO window, press "N" to open the toolpanel where you can set the exact x/y coordinates of a selected point.
Note that the curve will snap to a boolean value system where 1 is on, and 0 is off.
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If you want to fade the particle system in/out, you could also do the same thing with material alpha settings, or perhaps particle draw size settings.
[You must be registered and logged in to see this image.]
Unfortunately I don't know if there's a way to actually stop particle emission.
Split a node window, switch to texture nodes, and then enable them with Use Nodes.
[You must be registered and logged in to see this image.]
After you create your texture using masks, or whatever method you choose to use, you simply set to modify emission;
[You must be registered and logged in to see this image.]
You can now also create actual light with texture emission, unlike the faked effect in 2.49-
[You must be registered and logged in to see this image.]
Question; do you just want to disable renderability during the animation, or actual emission? The first is easy, and I know how to do it. The second one, i'm not sure about yet.
If you just want to disable render, split an IPO window, and then hover over the render-active button in the particle modifier, and press "I". In the IPO window, a new curve will appear which will let you animate the value of that button. Cntrl-Click on the curve to add a new point. In the IPO window, press "N" to open the toolpanel where you can set the exact x/y coordinates of a selected point.
Note that the curve will snap to a boolean value system where 1 is on, and 0 is off.
[You must be registered and logged in to see this image.]
If you want to fade the particle system in/out, you could also do the same thing with material alpha settings, or perhaps particle draw size settings.
[You must be registered and logged in to see this image.]
Unfortunately I don't know if there's a way to actually stop particle emission.
Radialronnie- Posts : 366
Join date : 2012-04-05
Re: Particle animation, Materials, and emitter questions...
Gonna have to spend time re-learning the basics of textures/materials, sadly. Shocked myself actually remembering UV unwrap at all, TBH.
Simply being able to set the particle sim to unrenderable at a certain keyframe is good enough, thank you! Hopefully I can wrap my head around that.
Simply being able to set the particle sim to unrenderable at a certain keyframe is good enough, thank you! Hopefully I can wrap my head around that.
Acuta73- Posts : 4
Join date : 2013-02-22
Age : 51
Location : Portland, Or
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