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View Full Version : Particles On A Surface - new Lscript


LightFreeze
03-14-2006, 06:43 PM
This Lscript will be found in the Shaders tab of the object you are surfacing.
It will probably throw up some errors as you are setting it up but it works OK
The bigger the surface is in the camera view the longer the render times
The more particles, the longer the render times

Dont moan, its free

any suggestions, thoughts

LightFreeze
03-15-2006, 11:24 AM
Update, now incudes more shading options

starbase1
03-16-2006, 06:31 AM
What's it for? How about a picture or 2 of it in action?

LightFreeze
03-16-2006, 09:05 AM
It shades a surface if there is a particle from the selected emitter close enough

Think of the radius setting as the radius of a sphere around each particle, if this sphere touches the surface the shader is applied to, then the surface will be shaded with the colour selected.




Its probably more useful for getting alpha information about each particle collision on the surface, although tranparency could be useful for punching holes with particles


Heres a QT7 clip (http://media.putfile.com/Particle-Rain) using the shader to drive displacement

starbase1
03-16-2006, 01:13 PM
My initial thought is that this sounds VERY cool, and y second thought is that I am not sure what it's good for! I'll have a think!

Did you have a specific purpose in mind when you created it?

Nick

toby
03-18-2006, 07:00 PM
That's one of those things that's so cool you want to find something to use it for :p Thanks! If I find something cool to do I'll post it -

Looks like you can do raindrop splashes in water (in the bump channel?), or even change the diffuse/gloss/spec, like first rain landing on a dry rock. That's very useful.

lardbros
03-19-2006, 05:44 PM
Isn't this similar to what "Paintsplat" is going to be in LW9?? Don't know what options the Paintsplat was going to have, but i think this is great stuff. Congrats!

HowardM
03-21-2006, 04:58 AM
how are you assigning it to other channels like displacement?!

theres tons of uses for this kind of plugin, especially if LightFreeze figures out how to use images/procedurals.... you can use it to draw burn marks, bullet holes, cracks, etc in objects wherever a particle hits...
:D

LightFreeze
03-22-2006, 12:41 PM
I cheated, there was a camera directly above the plane to record the particle hits(only using black for the plane and white for the hits), I then used this anim to drive the displacement.

To get the ripples I overlaid the recorded anim onto itself and shifted the top layer a couple of frames, set the blending mode to exclusion and blur the output and you get ripples

LightFreeze
03-23-2006, 06:52 PM
updated (http://www.triton.eclipse.co.uk/Particles.htm) the shader

LightFreeze
04-01-2006, 07:51 AM
one day I will be this good (http://perso.wanadoo.fr/dpont/plugins/ParticlePaint.html) ...well probably not but I can dream can`t I

HowardM
04-01-2006, 08:33 AM
oh he is a god! woohoo!
but youre a deity Lightfreeze! :D
keep it up and youll get that good!