17-08-2004, 07:28 AM | #1 |
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controlling particle fade
I want to make some steam.
I have a particle emitter created and all the trajectories, angle, etc set up. The particles have a lifespan of about 2sec (60) and the overall length is about 10sec. I'd LIKE to make my sprites FADE, rather than just die and disappear like they do. Isn't there a timeline or Graph Editor where i can change their opacity over their own life? or maybe it is position based, not timeline? How can I make the sprites start opaque, then "dissolve" on their last .5 sec of life?
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"Make no little plans. They have no magic to stir men's blood and probably themselves will not be realized." - Daniel Burnham, Chicago architect. (1864-1912) |
17-08-2004, 04:55 PM | #2 |
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Use a gradient texture with the input parameter setting to particle life. Using the viper window make your gradient settings to look how you want it. You may need to crank opacity up to like 1600% or more at the end to make them invisible.
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20-08-2004, 06:58 AM | #3 |
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Thanks Cchristensen! that did the trick, although I applied the gradient to the "dissolve" parameter. so it works in any of the particle modes.
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"Make no little plans. They have no magic to stir men's blood and probably themselves will not be realized." - Daniel Burnham, Chicago architect. (1864-1912) |
03-09-2004, 10:50 AM | #4 |
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on a gradient it is possible to turn down the alpha value so it becomes transparent would that work the same way?? But with the input as particle life.
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03-09-2004, 03:55 PM | #5 |
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its possible, i havent tried it.
another approach which has interesting results is to use "scale" as input. The particles diminish in size until they turminate, makes for great fire effects.
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"Make no little plans. They have no magic to stir men's blood and probably themselves will not be realized." - Daniel Burnham, Chicago architect. (1864-1912) |
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