Gradient - InitRenderStruct
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/02/2012 at 09:47, xxxxxxxx wrote:
Hi Lennart,
I think I have the solution: just create a Black/White ColorOverLife Gradient and than apply a Colorizer channel (luminance Imput) to modify the gradient.
It was so simple :nerd: Let me know if that works for you.Cheers
Luther -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 25/02/2012 at 17:04, xxxxxxxx wrote:
Yup, seems to work pretty well.
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/02/2012 at 09:29, xxxxxxxx wrote:
Would it be possible for one of you guys to post a file of this?
md.SetArray(c4d.MODATA_COLOR, Color, True) is producing this error: "InvalidObject Length".
And I can't figure out what I'm doing wrong.Thanks,
-ScottA -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/02/2012 at 10:16, xxxxxxxx wrote:
I was wondering about this, too. The code Luther posted can't be correct. I guess it should be something like Color _= ColorOverLife.CalcGradientPixel(ageTime/lifeTime).
Cheers,
Niklas -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/02/2012 at 12:03, xxxxxxxx wrote:
Just add the index in the for loop result (I think its just a typo by Luther)
and it's all dandy.Color[i] = c4d.Vector(ColorOverLife.CalcGradientPixel(ageTime/lifeTime))
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/02/2012 at 13:01, xxxxxxxx wrote:
My guess was right then, ha. Btw, enclosing the call to c4d.Gradient.CalcGradientPixel with c4d.Vector() is not necessary. Cheers, Niklas
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/02/2012 at 13:05, xxxxxxxx wrote:
Thanks.
Got it working now. But having trouble with the luminance part.I assume what you're doing is adding a material to the cloner. Then adding a colorizer to the luminance channel in that material. Then changing the colors for the knots in the colorizer to Black & white to gradually make the particle objects invisible?
If that's what you're doing. I'm having a very tough time with that. Because the luminance seems to not fall off from the first knot's color. No matter how I set up the colorizer's knots.
-ScottA
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/02/2012 at 15:31, xxxxxxxx wrote:
You make a userdata color gradient, black to white.
Thats the base for the code. Then adding a material with Mograph Color shader
for alpha and luminance channel on the cloner.
In the luminance channel you add the colorizer on the mo color shader. -
THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 26/02/2012 at 16:23, xxxxxxxx wrote:
Oh. You're using a Mograph color shader.
Now I've got it all workingThanks for the explanation.
-ScottA
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THE POST BELOW IS MORE THAN 5 YEARS OLD. RELATED SUPPORT INFORMATION MIGHT BE OUTDATED OR DEPRECATED
On 27/02/2012 at 01:21, xxxxxxxx wrote:
Hi Guys,
heres my sample project:
ColorOverLife001-1.c4dI hope it's useful to someone.
Cheers
Luther