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This page provides information on the Phoenix Particle Texture (PhoenixFDParticleTex).
Overview
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The Particle Texture is a 3D texture that reads particles and colors the positions of each particle in a particle system. It can be created from the Material Editor in 3ds Max.
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Parameters
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The Remap Color gradient stores its parameters with the partcolor_p, partcolor_c and partcolor_i script names. |
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You can render out the Color From Particle Channel as a separate render element by using the Phoenix Particle Texture as an input for the VRayExtraTex render element and turning on Render as Geometry in the Particle Shader's options. |
Setup for shading dry and wet materials
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The Particle Texture can be used to blend between two materials. The examples below illustrate setups when using the default Scanline Renderer or V-Ray for 3ds Max. When using the Scaline Renderer, the Particle Texture is set as the Blend material's Mask. When using V-Ray, two different V-Ray Materials are set as the Base Material and Coat Material of a V-Ray Blend Material. The Particle Texture node is set as the Blend map.
This setup can be used when rendering the Wetmap particles of the Phoenix simulation. You can use a Particle Texture to read the Wetmap particle system and then blend between two materials - a dry and a wet one.
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