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. Note that if the particle channel is a vector channel, such as RGB, Position and Velocity, it can directly be shown as color in each particle area, but if the channel is a scalar such as the Size, Age or ID of the particles, it will produce grayscale color, unless you use the Remap Color option. Remap Color | partColorRemap – This option remaps a different color for scalar particle channels such as the Size, Age or ID of the particles, or a component from vector particle channels such as RGB, Position, or Velocity. For example, you can remap the particle Age which ranges from 0 (black) for newborn particles to several tens or hundreds (seconds), to a gradient from blue color for newborn particles to red color for old ones - you can do this by placing the blue color at position zero in the color gradient, and placing the red color at a value that is the maximum particle Age (in seconds). You need to know the value ranges of the particle channels in order to remap them correctly - check the Particle Channel Ranges page for more information. When remapping vector channels, you have to set the Use Color Component option to one of the vector components of the channel. Use Color Component | remapColorComponent – Specifies the vector component of channels such as RGB, Position, or Velocity to be used when remapping. X – Uses the X axis of positions or velocities, or the Red channel from RGB color. Y – Uses the Y axis of positions or velocities, or the Green channel from RGB color. Z – Uses the Z axis of positions or velocities, or the Blue channel from RGB color. Length – Uses the length of the particle channel. Can be used with the Velocity channel when you need to remap the Speed of the particles to colors. If X, Y or Z are used with Velocity, this will remap the Speed respectively in the X, Y or Z directions. The Remap Color gradient stores its attributes with the partcolor_p, partcolor_c and partcolor_i script names. |
You can render out the Color From Particle Channel as a separate render element by using the Phoenix Particle Texture as an input for the Extra Texture render element and turning on Render as Geometry in the Particle Shader's options. |
|