Cheers Hugh,

I'll give this a go. That's kind of what I thought 'color' would do with a sprite, just act as a multiplier value. Weirdly, opacity didn't do anything either so hopefully this work around fixes this too.

Cheers,
Steve

Hugh Macdonald wrote:
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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