PRT loader wishes

In addition to wanting single pixel display and per-particle opacity display, I’d also like it if we could display the particle density channel as greyscale or psuedocolor.


  • Chad

The latter one should be easily doable - it already does this if you set the Loader's Color Source to "Loader's Material Self.Illum." We should just make it consistent and possibly a switchable option.

 

Thanks,

Borislav "Bobo" Petrov
Technical Director 3D VFX
Frantic Films Winnipeg

Does or could do? I tried it and the self-illum did not show the density. Didn’t show anything really.


  • Chad

We discussed this internally yesterday.

Right now, if you assign a self-illuminated material to the loader’s node, add a Map to Opacity, press Show Map In Viewport and have the Loader set to use the Material, the colors will show the color multiplied by the opacity value. Turned out that this is a side effect of using the shading calls of Max and not necessarily something we wanted to happen.

We intend to either remove it completely or make it consistent by adding an option to multiply color and density (incl. the density stored in the PRT file).



Just ignore it for now until we figure out what we can and what we want to do.



Cheers,



Borislav “Bobo” Petrov

Technical Director 3D VFX

Frantic Films Winnipeg

I almost ignored it, but I just couldn’t resist and tried it anyway. Didn’t do anything here. Oh well, I guess I’ll just ignore it as recommended. :slight_smile:


  • Chad

What graphics card and graphics driver are you running?





Cheers,



Borislav “Bobo” Petrov

Technical Director 3D VFX

Frantic Films Winnipeg

I an running a Quadro 3000. I can try it on a 4000, which is on my other WS. Fraid I don’t have anything more recent than those.



I was running SW z-buffer and OpenGL.



Driver: 84.26



Is there a certain feature I need enabled?


  • Chad

Oh, ok, in OGL on the 4000 it does work. Interesting. I’d rather have it show the data in the PRT though.