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Color Map | usecolormap, colormap - Allows you to connect a texture to drive the color of the particles. Works both with regular 3ds Max textures and the Phoenix FD Grid Texture and Particle Texture. If you are simulating the RGB channel, you can use the Phoenix FD Grid texture Grid Texture or Particle Texture to extract the color information and use that as the Color Map for the particles. This will produce a natural looking result as the RGB simulation channel is calculated along with the particles. If using a regular 3ds Max texture (e.g. a Checker map), editing the mapping coordinates of the texture may be necessary. Furthermore, when using a static 3ds Max texture, the particles may 'swim' through the color values of the texture, producing an unnatural result. Note that when using a Particle Texture, its Particle Area Radius is very important for the rendering speed - the larger the Particle Area Radius, the slower the render. It's best to start with a very small Particle Area Radius - this way the particles would render with black edges. 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.

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 If you plug a regular 3ds Max texture, the Explicit Mapping option won't work well for you as the Particle Shader contains no 'real' geometry that can be UV-mapped. Instead, the bounding box of the particles is used for the texture mapping and sampling.

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