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This is the place where you can determine how the particles will be rendered. You can assign different shapes, change the size of the attached object, and create a “Particle Shader” to make a channel's values visible in the render.

 

Render type

The drop-down menu offers four options: 

  1. When you choose “Point” the render will be similar to what you can see in the viewport.
  2. “Sphere” is the default method, and the particles will be rendered as spheres with a radius given under the same-named parameter.
  3. Sprite” uses a 2D template to create a foam-like look. The orientation of the “objects” is always in the direction of the camera.
  4. “Object” gives you the possibility of adding a custom object under “Render Instance”.
Render Instance

With “Render type” set to “Object” this slot becomes active. Simply drag and drop an object to the empty field and it will be used for the render. Please try to use low-poly objects if possible, because with millions of particles and high-resolution geometry you might run out of memory or the render process will take very long.

Add shader

This button activates one of the strongest features of the “RealFlow Particle Importer” plugin: particle-based shading.

A click on “Add shader” creates a new material and applies it to the importer plugin node. Now, choose one of the channels under Display > Color By, e.g. “Age”. Please also make sure that “Display Mode” is set to “Particles” or “Circles” to make the channel's data visible in the viewport.

The particles' colour is determined with the gradient under “Color” in the "Display" panel, and this colour will also be used for the render process. This means that you do not have to work on the new shader, but all adjustments regarding colour have to be done here in the plugin's “Display” panel.

If the colours are too similar or lack contrast deactivate “Automatic Range” and play with “Min/Max Value” values to get a better distribution. Then, render the image.

 

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