For this example, all you need is installed with XSI. The cache loader is required in case you do not have the trail in ICE. > but I couldn't figure out how to move a particle along a path trailing the > strand behind it in a controllable manner The trail does only copy the last position at that frame of the particle in an array. Afaik there are no compounds to modify this array, but I am not sure, have not worked with ICE in a long time. There are strands and strand trails in ICE. I do not know why they seperated them. Strand trails are exported to support the trail settings in the particle shader. >plus I still don't get the additive render look like with lightpainting Replicate the real world. Put the color of the particle shader into ambient of the volume shader. Increase the ambient slider to 10. Set the diffuse slider to 0. Shadow density to 0, global density to a something very low as you do not want to block anything by the "volume". Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night
_____ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy Sent: Thursday, May 02, 2013 3:51 PM To: softimage@listproc.autodesk.com Subject: RE: Tips on volumetric strand render Holger, I recall seeing this one in your Volume Shaders package, but have no clue where to find the Particle Cache loader . I have BaVolume installed - should I install Volume Shader version 3.7.21? Morten Den 2. maj 2013 kl. 14:46 skrev Schoenberger <x...@digidragon.de>: Another Example (no sample scene). Afaik 3 Particle trails together: http://www.binaryalchemy.de/develop/shd_vol/vid/PT_Trail_follow_low.mov Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night _____ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy Sent: Thursday, May 02, 2013 10:58 AM To: softimage@listproc.autodesk.com Subject: Tips on volumetric strand render I am doing glowing trails using strands and it is working pretty much like I want it - see attached greenish trails with glowing tips. I have one snag though - the client really likes the look seen in the attached Trapcode still (the multi clored one) - much like lightpainting with long exposure time, so overlapping trails and especially bends in the trail become brighter by the exposure effect. So my question is, is there a way to achieve something similar with MR and volumetric rendering of strands? Currently I am piping a gradient with high values for the glowing tip into the ambient slot of the Particle Volume Cloud, which would not provide the look my client likes :/ I would very much like to avoid finding an AE artist to do this in Trapcode since I need these trails to fly in between and behind 3D objects in the scene, and preferably also reflect in the surfaces of said objects. Any tips are much appreciated! Cheers - Morten