![]() black) will give the minimum radius while white areas will give the maximum radius. Areas of zero brightness in the texture (i.e. The minimum radius used will be the radius setting minus the variation value the maximum radius will be the radius setting plus the variation value. To see different particle radius values, you must set the radius variation parameter in the Emission tab to something other than zero. This is the material channel which controls the particle radius. This does not have to be the same channel as the Emission channel. The particles will take their colour from this channel, which is the Color channel by default. ![]() This is the material channel which controls the particle colour. If you set this channel to 'None' then the texture will not control the emission of particles but you can still use the 'Color Channel' and 'Speed Channel' settings. The emitter can still sample that channel even though it is not being used in the material. For example, you could set up a shader to govern particle emission in the displacement channel but leave that turned off in the material editor. One thing you can do is use a channel which is not being used in the material. ![]() By default this is the Color channel, but you can choose from several others. ![]() If you have dragged a texture tag into the 'Texture Tag' field, you can choose the channel to use from the material. This is the material channel which governs the emission of particles. Please see the section headed ' Limitations' for details of any limitations in functionality with certain shaders. Note that not all shaders work correctly when used for this purpose. ![]() Once you add the tag to this field, you can select the channel to sample in the 'Channel' drop-down menu, but you can no longer use the 'Shader' field - that is, you can't use a texture tag and a shader simultaneously. Using a tag is convenient if you have already set up a material and don't want to have to duplicate it in another shader. Any of the texture tags assigned to the object may be used.Īny projection mapping can be used in the tag except Frontal or Camera mapping. You can drag a texture tag into this field and the emitter will use the material referenced by that tag. This is due to the change to the C4D material which added the Reflectance channel in R16. Note: when selecting a material channel to control emission, color, etc., the reflection channel will only work in Cinema 4D R15 or earlier. This quicktab is only available when 'Texture' is selected from the 'Emit From' setting. These settings are used when emission from an object is controlled by a texture. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |