I have a PRT which was processed with a certain script float, but when I load it into my scene with all the partitions it looks too dense. If I reduce the density in the render panel, my other PRT’s become too thin.
So basically I need a way to multiply/offset the density of PRT’s on a per-loader basis.
I could remove partitions, sure, but the color data is high frequency, and I don’t get good convergence without a lot of particles.
Set the Object Properties>Visibility value of the PRT loader to less than 1.0 and you will get less density… Note that 0.5 does not mean half the visual density, you might have to go down a lot to get the result you need. But the Visibility channel can be used to both reduce or even animate the density over time.
*Let’s assume you have saved a PRT file while using a Material with some Map in the Opacity channel, Final Pass density set to 1.0 and Exp. 0
*If you load the PRT now and set the visibility channel to 0.01, this is equivalent to changing the Final Pass Density value to 0.01 Exp 0 or 1.0 Exp -2 while keeping visibility at 1.0. The rendered image would be identical.
So Visibility works just like a local Density multiplier. Unfortunately, at this point it does not let you use multipliers > 1.0, but it might be possible to fix this in the future (as you can set a bezeir float controller in the Visibility track to return values above 1.0, we might just have to read the value from the controller instead of the visibility property itself)
Oh, right. But I didn’t do that because it resulted in the colors being lost and rendering white. But that’s a bug, right? So I guess the bug fix will grant my wish.