Thursday, May 17, 2012
Dust Test render and playblast
To create this storm of dust, I used an AttributeTransfer to transfer red colour from the spheres to the terrain and emitted particles from wherever there was red. To speed things up, I also used a delete node to delete all unnecessary geometry; geometry that was not red.
In order to achieve the effect of the dust building up, Mr Ron showed how to use a render loop. A render loop basically adds data to the previous frame. It achieves this by reading in the previous frame, passing it through the network, and writing it out, where it is read back in and passed through the network again.
This was required because the spheres were rolling about, so the emission area would be constantly changing. However, with the render loop we could get the accumulation effect.
For the particles, sprites were used, with a ramp on the
Some problems with the rendering, Mantra keeps crashing! And I have no idea why..
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