Use Color From Particle Channel | colorFromPartChan – When enabled, the particle areas are colored using a specified particle channel of the connected particle system, such as Age, Size, Velocity, Position, etc. If no texture is specified, the particle area is white. The contribution of each particle is the color from the texture in the Particle Area Radius, fading to black with soft edges or blending with overlapping particle areas using the Areas Blending Method. This way at one point in time different particles could use different moments of the animation, if they were born at different times. Note: The particle ages must be exported from the Output rollout of the Phoenix Simulator.Ĭolor Map | texture – Specifies a texture map connected to the particles. This way the animation curve will start from the birth time of each particle, instead of the first timeline frame. When you enable Animate Intensity By Age, the animation of Color Intensity will be read using the Age of each particle. When Animate Intensity By Age is off, the animation of Color Intensity affects all particles simultaneously. Multiply Intensity By Size | multiplyByParticleSize – When enabled, the Color Intensity value is multiplied by the particle's Size channel. This option can be used when blending wet and dry materials when using WetMap particles (when Wetting is enabled in the Liquid rollout) because the WetMap particles shrink with time.Īnimate Intensity By Age | animateAmplitudeByAge – You could use this option only when you have animated the Color Intensity. Otherwise, it is set to 1.Ĭolor Intensity | amplitudeAmount – The color strength in the particle area. Voronoi | blendingMethod – The nearest particle is used.īlend Alpha | blendAlpha – When enabled, the alpha of the sampled color texture is blended. Proportional | blendingMethod – The contribution of each particle is determined by the distance to the particle.īiggest | blendingMethod – The particle with the biggest contribution determines the end result. ![]() This way at one point in time different particles could use different moments of the animation, if they were born at different times. Note: The particle ages must be exported from the Output rollout of the Phoenix Simulator.Īreas Blending Method | blendingMethod – Specifies the method for blending particles that have overlapping areas.Įqual | blendingMethod – All particles add the same contribution to the end result. When you enable Animate Area Radius by Age, the animation of Particle Area Radius will be read using the Age of each particle. When Animate Area Radius by Age is off, the animation of Particle Area Radius affects all particles simultaneously. Keep increasing the Particle Area Radius until the black edges are no longer visible, and this way you would get the best render speed for your setup.Īnimate Area Radius by Age | animateBlendRadiusByAge – You could use this option only when you have animated the Particle Area Radius. ![]() In case you are using the Particle Texture as a Color Map in a Phoenix Particle Shader, always start with a very small Particle Area Radius - this way the particles would render with black edges. The larger the Particle Area Radius, the longer it would take for the Particle Texture to render. This option is critical to the performance. Particle Area Radius (units) | blendRadiusUnits – Specifies the size of the particle area. This way, the geometry that is covered by the WetMap particles will appear wet, and the rest of the geometry will appear dry. If you are simulating liquid that creates a WetMap particle system over geometries, you can use the Particle Texture as a grayscale mask to blend between two materials, for example, a wet material and a dry surface material. The Particle Texture can also be plugged into a material, and used to shade the surfaces of geometry objects. You can also plug the Particle Texture into a Phoenix Particle Shader's color map slot, which would enable you to shade particles as different colors, based on their Particle Channels. ![]() ![]() If a constant color is used, it can either be the same for all particle areas, or it could come from a certain Particle Channel - Age, Velocity, RGB, etc. This area can also use color from another texture, or even use different pieces of a texture for each particle. Note that the Particle Texture is generated so that each particle is white by default, with the area around each particle having soft edges, that fade to black with further distance from each particle’s position.
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