Substance Painter
In this start to finish texturing project within Substance Painter we cover all the techniques you need to texture the robot character.
# 1 18-04-2013 , 01:30 PM
Registered User
Join Date: Sep 2005
Location: Netherlands
Posts: 130

RGBpp stays grey

Hi all,

I've imported a simple realflow bin sequence into maya, and want to use the RGBpp to color the particles using a ramp, but they don't get any colors, and it seems like it only follows the material that is set to the emitter. Am I doing something wrong? or is this something that is not possible?

With kind regards,

Kuweekee

Edit:

I've tested some more, i'm trying to render using Blobby surfaces, and even a normal emitter (non-imported, maya particles) stay grey. Only when I use Points in the hardware render, does it seem to change colors.


01001011011101010111011101100101011001010110101101 10010101100101

Last edited by SilverBlood; 20-04-2013 at 12:07 PM.
# 2 22-04-2013 , 02:03 AM
Gen's Avatar
Super Moderator
Join Date: Dec 2006
Location: South FL
Posts: 3,522
I'm supposing you want to have the particles change colors according to the ramp as they age. It'll use the default shader until you assign another. To color the particles:

Since you've added the rgbPP attribute already.
1.Right click the rgbPP attribute>Create ramp(by default the ramp will change the particle colors based on age)
2.In the "Lifespan Attributes" section, bump up the lifespan to a value that lets the particles live long enough to change colors.
3.Create a particleSampler node and plug that into whatever channel you want to color on whatever shader you've assigned to the particles.


- Genny
__________________
::|| My CG Blog ||::
::|| My Maya FAQ ||::
# 3 22-04-2013 , 10:41 AM
Registered User
Join Date: Sep 2005
Location: Netherlands
Posts: 130
Thanks for the reply, I tried doing what you said, and indeed I get Colored particles now. However when I render in Hardware, particles that get close to eachother, mix the colors. (I'm using the emitterID from Realflow as ramp UV, there are 2 emitters) and while hardware render gives me some purple particles as they get close to eachother, any other renderer only lets them stay the color that I defined.

Is there another way to do this?


01001011011101010111011101100101011001010110101101 10010101100101
Posting Rules Forum Rules
You may not post new threads | You may not post replies | You may not post attachments | You may not edit your posts | BB code is On | Smilies are On | [IMG] code is On | HTML code is Off

Similar Threads