Particle (Sparks) (Old)

| General | Shape | Shadow

Shader Type: Particle (material)

Output: Color (RGB) value

When applied to a particle cloud, this shader renders particles so that they appear as small, brightly illuminated objects. You can apply color, motion blur, and shadows to the particles, as well as specify the shape of each particle. You can choose to use the settings you have already defined for your particle type, or you can ignore those settings and override them with the values you set here.

General

File Parameters

Get File Name from User Data

Makes the shader apply its attributes to the default particle sequence, which is retrieved automatically from user data.

File Name

Lets you specify another particle sequence to be used by the shader. This is useful when you want to apply the shader to .ptp files that were previously generated.

Coordinate System

Reference

Specifies which coordinate system to use in the particle simulation: local or global.

Particle Color Properties

Get Color from Particle Type

Color values specified in the property editor of the currently selected particle type are applied to the shader.

Color

Assigns the shader its own RGB, HLS, or HSV color values.

Additivity

Adds the particle’s RGB values when particles are overlaid.

Shadow Opacity

Specifies the degree of transparency to shadows cast by the particles.

Fake Motion Blur

Defines the relative blur for fast-moving particles. It simulates the effect of a slow shutter speed, creating a uniform oblong blur around the particle and in the direction of the velocity of the particle. Fake motion blur is not calculated from the particles’ speed or the camera shutter speed.

Get from Particle Type

Blur values specified in the property editor of the currently selected particle type are applied to the shader.

Enable

Switches on the fake motion blur.

Forward

Renders only the front part of the motion blur.

Backward

Renders only the back part of the motion blur.

Shape

These are the same as defined for the Particle Shape shaderParticle_Shape.

Shadow

Shadow

Type

Specifies which lights (if any) are used to cast particle shadows onto other objects in the scene. If shadows are cast, you can specify all lights or only those listed in the Lights List.

Self Shadow

Type

Specifies which lights (if any) are used to cast particle shadows onto themselves. If shadows are cast, you can specify all lights or only those listed in the Lights List.

Self-shadowing Factor

Controls the overall density of the particles for tracing the shadow area. Lower values makes the particles more transparent to light rays.

Lights List

Defines which lights are to be used to cast particle shadows. Click Pick Item to select a light to be used, or Remove Selected to remove it from the lights used.



Autodesk Softimage v.7.5