Shader Type: Particle (texture)
Output: Color (RGB) value
Renders the shape of the particles, including the way the falloff (transparency) is calculated around the shape.
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Name |
The shader’s name. Enter any name you like, or leave the default. |
|
Type |
Radial falloff type: Linear, Square, Smooth, Cubic, Gaussian, User-defined, or None. If you select User-defined, you can set its Exponent value below; if you select Gaussian, you can set its falloff Rate below. |
Pattern Center
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X, Y |
Center point for falloff pattern in X and/or Y. |
Modulation
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RGB, Alpha |
Multiplies the RGB and/or Alpha component of the base color by the falloff value at the intersection point. |
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RGB/Alpha Inverted |
Inverts the shape value when multiplying the RGB/Alpha components. |
Range
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Start, End |
The distance from the given center at which the falloff value goes to 1 (Start) and 0 (End). The falloff value is interpolated between the Start and End values using the Falloff Type selected. |
User-defined Falloff
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Exponent |
If you select User-defined as the Type, you can control the transparency falloff rate with this value. Values less than 1 give a steep falloff from the center. Higher values give a more gradual falloff. |
Gaussian Falloff
|
Rate |
If you select Gaussian as the Type, you can control the rate of falloff for this interpolation. Higher values give a more rapid falloff. |
|
Type |
Lets you choose a geometric shape pattern for emitted particles. None uses no predefined shape for emitted particles. Step is the ratio of the size of the particle set in a single step. Sine creates a particle with an editable number of rings that are equally spaced from one another. Star creates a particle with a star-like configuration. Beam gives the particle a long beam shape with a bright center surrounded by a glow effect. Symmetry creates symmetrical particles. Noise creates an infinite variety of patterned effects. Turbulence creates chaotic movement. Fractal creates a fractal pattern. |
Pattern Center
|
X, Y |
Center point for the shape pattern in X and/or Y. |
Modulation
|
RGB, Alpha |
Multiplies the RGB and/or Alpha component of the base color by the shape value at the intersection point. |
Step
|
Width |
Width of step, which is a ratio of the particle size. Range is 0 to 1. |
Sine
|
Scale |
Scale of sine. Range is 0 to 30. |
Star
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Branches |
Number of branches in star. Range is 0 to 20. |
Beam
|
Width |
Width of beam. Range is 0 to 1. |
Symmetry
|
Width |
Width of symmetry. Range is 0 to 2. |
Noise
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Time |
Evaluation time of noise pattern over time. Range is 0 to 10. |
|
Scale |
Scale of the noise pattern. Range is 0 to 5. |
Turbulence
|
Time |
Evaluation time for turbulence pattern over time. Range is 0 to 10. |
|
Scale |
Scale of turbulence pattern. Range is 0 to 5. |
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Low Frequency |
Low frequency of turbulence pattern. Range is 0 to 10. |
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High Frequency |
High frequency of turbulence pattern. Range is 0 to 10. |
Fractal
|
Time |
Evaluation time for fractal pattern over time. Range is 0 to 10. |
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Scale |
Scale of fractal pattern. Range is 0 to 5. |
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Weight |
Iteration weight for fractal pattern. Range is 0 to 1. |
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Granularity |
Granularity of fractal pattern. Range is 0 to 5. |
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Octaves |
Number of octaves (iterations) of noise in fractal pattern. Range is 0 to 8. |
Autodesk Softimage v.7.5