The particles are being emitted from an invisible xtransforming cube, one particle every frame, then outside the POPnet spheres are copied onto the points from particle system. The length of the trail is dependent on the $LIFE of the particles..
The first example shows the first establishing of the trail i did..
The second is a development of the shape of the stream..//
The shape is defined my a colour ramp based on $LIFE in the POPnet. This is then passed through to the copySOP to determine the scale of the copied geometry, in this case the sphere's ie the higher the value of red for instance, the larger the scale//expression used: (0.5+$CR)*2
ALSO.. I've done a quick comp to see how much of an glow aesthetic I can a achieve in 2d. The problem will come if the glow needs to effect other geometry (this will depend on my final concept), in which case Global Illumination / Radiosity will be required.. Roll on the render times!!!
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