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
_______________________________________________
Nuke-users mailing list
[email protected], http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users
--
Stephen Newbold
Compositing Lead - Film
MPC
127 Wardour Street
Soho, London, W1F 0NL
Main - + 44 (0) 20 7434 3100
www.moving-picture.com
_______________________________________________
Nuke-users mailing list
[email protected], http://forums.thefoundry.co.uk/
http://support.thefoundry.co.uk/cgi-bin/mailman/listinfo/nuke-users