Forum: Carrara


Subject: working the holiday (again)

brenthomer opened this issue on Dec 31, 2001 ยท 13 posts


Kixum posted Sat, 05 January 2002 at 9:30 PM

Ok, Let's see how we're doing so far. 1. variable particle type (size, shape, etc) C doesn't do this yet. 2. variable particle velocity C does this. 3. true 3D particles (not the little 2D flakes that RDS generates I can't remember exactly but I think the objects are simple 3D beasties. You're choices are a little limited. 4. emitters and attractors that influence the path of each particle C doesn't do this yet but it doesn' have variable "wind" and gravity. If you're a little smart about it, you can get the particles to do some cool stuff. 5. completely adjustable particle life and duration C does this. 6. adjustable noise perameters in the particle path, life, and impulse C does this. 7. collision detect to provide appropriate bounce and deflection off other objects in the scene As far as I'm aware, C can only do bounce off a ground plane but I may be wrong on this. It might do more. 8. maybe even the ability to build a small object and assign it to each of the particles in a stream (like a single model of a snowflake that becomes the particles in a stream, simulating a storm of snowflakes -- kind of like what you could do with furrific in RDS by putting an object at the end of each hair) Ok, C can't truly do this but you can assign a shader which has the shape of what you want in the transparency channel and you can get a result which is what you're talking about. Amazing but true. I haven't seen furrific. Is it as furrific as the fur we see in Monsters Inc? 9. variable disbursion patterns so the particles don't have to come from one single point. C doesn't do this yet. It would be very cool. If it could do that, I could finish my version of the Balrog we see in the Lord of The Rings movie I'm working on. Having a smoking body would be mucho cool. -Kix

-Kix