Jump to content

Magickjam

Premium Member
  • Posts

    2
  • Joined

  • Last visited

Profile Information

  • First Name
    James
  • Last Name
    Wood
  • Location
    UK
  • Expertise
    Motion Graphics, Rendering

HW | SW Information

  • Renderer
    Redshift
  • OS
    Win 10
  • CPU
    Ryzen 9 3900x
  • GPU
    2x RTX 2080Ti

Magickjam's Achievements

Newbie

Newbie (1/14)

  • Dedicated
  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later

Recent Badges

0

Reputation

  1. And for the record, unfortunately the Kill modifier set to "Outside Camera FOV" doesn't really work for my purposes because it irreversibly destroys particles, and as the camera is on a somewhat winding path, the modifier ends up killing particles near the start of the camera move that should be visible later. I'm really looking for something that can "turn off" particles/Generator clones when they're not visible, and then turn them on again when they are.
  2. Hi guys, I'm no stranger to Xparticles but I can't seem to find a solution to this, nor any real info about it with some googling. I have a fairly dense particle sim (about 240,000 particles) simulating the interior of an organ. The particles are held into an undulating shape using xpConstraints and turbulence. Viewport performance is slow but workable using just the emitter display tab to display the particles as spheres. I now want to use a Generator to replace each particle with a roughly spherical cell 3D model at render time, but even if using Render Instances it's just far too many particles. The render itself will make heavy use of atmos to reduce the visibility to a smallish radius around the camera, so the solution I'd like to use is some kind of range and/or frustum based culling to either kill particles a certain distance away or out of camera frustum, or to not generate any cell models onto these particles. However, I can't seem to find a clear-cut way to achieve this. Is it even possible to cull particles in this way in Xparticles, or am I just going to have to rebuild this scene in a different way, probably not using a particle-based approach? The only other thing that occurred to me to try is just rendering the particles as spheres using a Redshift tag, and using a shader with displacement to give them shape, although I'm actually not even sure if displacement works when rendering particles like this (I suspect not). Any suggestions would be greatly appreciated. Cheers, J
×
×
  • Create New...