Zyad Mardini

zyadM

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Vertex Animation Export Sprites - missing particles and non-working Color map Nov. 24, 2017, 8:40 a.m.

zyadM
mikelyndon-sesi
I think what you would need to do is create 2 separate simulations. One for the start where the particles are emitted and then a second that loops. I don't think there's a way to do it one. So you would play the first simulation and when it dies start playing the second which loops. The last frame of the first sim should match the first frame of the second sim.

so id have to render new vertex animation and color maps, with a different instance, material and mesh than the initial one? I thought there might be a way to loop the material instance to read the maps from a different frame number after looping once

what about using the subimage index ?


thank you for your help




Found it!
you can use particle relative time instead of world time when setting up UV scrolling in the material

Vertex Animation Export Sprites - missing particles and non-working Color map Nov. 24, 2017, 7:24 a.m.

mikelyndon-sesi
I think what you would need to do is create 2 separate simulations. One for the start where the particles are emitted and then a second that loops. I don't think there's a way to do it one. So you would play the first simulation and when it dies start playing the second which loops. The last frame of the first sim should match the first frame of the second sim.

so id have to render new vertex animation and color maps, with a different instance, material and mesh than the initial one? I thought there might be a way to loop the material instance to read the maps from a different frame number after looping once

what about using the subimage index ?


thank you for your help

Vertex Animation Export Sprites - missing particles and non-working Color map Nov. 5, 2017, 8:37 a.m.

mikelyndon-sesi
The sprites are driven by a time node in the material. You could replace that with a dynamic parameter and use particle life or you could set the value through a blueprint (but I think that might be inefficient).

Mike

Can you elaborate on how you can use particle life so that the vertex animation starts on the first frame only once, and then reloop on the last few frames.

Ive attached the vertex animation to a particle system , but all particles are playing the loop at the same time, so ive been unable to have a continuous emitting effect.

cheers !