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levi

First taste
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Posts: 13
Reply with quote  #1 
Hey All!
I've encountered this a few number of times, and it leaves me scratching my head.  When instancing objects with an animated texture, is there a straightforward way to offset the texture based on a per-particle attribute?  For example, if I have an explosion animation mapped onto instanced spheres, and I want the animations to play from the beginning based on the birth of each particle, how would you go about it?  I usually end up doing very non elegant methods like using sprites - but would love to get sprite like .spriteNum  behavior via shaders if anyone knows how.
-Levi 
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pshipkov

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Reply with quote  #2 
I have the feeling i have done this kind of stuff in the past, but it is completely dependent on your renderer of choice.
What you are using over there ?
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levi

First taste
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Reply with quote  #3 
Hi Peter,

I'm mostly doing redshift rendering now - but for this particular effect I can do Vray or even mayasoft render if either would make such a setup simpler.  

Congrats on the commercial launch btw!  Very exciting times for SoUP.

-Levi
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pshipkov

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Reply with quote  #4 
I am not very familiar with RedShift, but i doubt it does this kind of stuff.
Still, don't bet money on my opinion here.
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levi

First taste
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Reply with quote  #5 
Hey again!

In case anyone ever needs to make a similar setup, what I ended up doing was exporting the animated texture that I wanted on my instances as a sprite sheet, and using that as the diffuse in my shader.  Then animating the UVs so that the model's texture would appear to be playing back the sequence.  Instead of using the instancer, I ended up going with the soup copier so that I could take advantage of the time offset.

To get multiple textures running within the same copier shader, I ended up using a setup similar to what is described in this thread:

http://soup-dev.websitetoolbox.com/post/shaders-to-copier-node-7143144?&trail=15

although I was rendering with redshift so I had to use a rsVertexColor node to query the vertex color on my models.  

Thanks again for the tools and advice!
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pshipkov

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Reply with quote  #6 
Glad to hear you figured it out and appreciate the feedback.
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