I emailed support@ about just this the week before christmas...
They gave me a workaround, which was to add a BlendMat node after my
sprite image, before the ParticleEmitter node.
Channels: rgba
Operation: plus
Surface blend: modulate
I have no idea why this works, but it does seem to, which is good. It
then behaves as I believe it should - the particle colour is multiplied
by the sprite colour.
Hugh
On 03/01/12 14:27, Stephen Newbold wrote:
Hi,
I want to use an particle expression to change the colour of some
sprite based particles. Using an expression in the color tab works
fine if not using sprites (ie. nothing connected to the particle input
of the emitter) but is there any way to alter the color of the sprites
themselves based on an expression? I really need to create some IDs
for the particles I'm generating and would rather do it this way
rather than create and render separate particle sets if possible.
Cheers,
Steve
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