Particle Sprite

Shader Type: Particle (texture)

Output: Color (RGB) value

Renders sprite image sequences that are used for the particle shape. Sprite image sequences are loaded on the Sprite page in the particle type’s PType property editor.

You should use the Sprite shader only if you are using a sprite image sequence for the particles. If you are using a single image, you can select a Texture > Image shader in the render tree and select the sprite image there. Then connect the Image shader directly to the Billboard shader’s Color node.

Name

The shader’s name. Enter any name you like, or leave the default.

Start Sequence (%)

Where in the sprite sequence you want to evaluate the frame.

Looping

With looping off, values less than or equal to zero mark the first frame, and values equal to or greater than 1 mark the last frame.

With looping on, a whole number (integer value) always marks the first frame and the last frame is the number just before the next whole number.

Image Sampling

Type of sampling method to read pixel values from texture: Bi-linear or Nearest Neighbor.

Frame Interpolation

Interpolation between frames if the frame number is fractional.

Output Color

From Sprite

Uses the color from the sprite; otherwise, the color is taken from the input (if there is no connection to the input, then the particle’s color is used).

Alpha Modulation

Controls how the particle alpha is modulated. Multiplies the alpha channel by the sprite’s alpha channel or RGB Intensity, or None.

Inverted

Inverts the alpha calculated from the sprite before multiplying with the incoming alpha.



Autodesk Softimage v.7.5