Another really cool thing that you can do with this approach is to combine both methods we have shown above. So you can take the Particle Texture that reads the RGB channel and multiply it by the Particle Texture that reads the Speed of the Particles. Duplicate the Particle Texture that we used for the Speed example above, set the Color from Particle Channel to RGB and turn off the color remapping. In order to get a bit different result let's change the Color Remap gradient for the Speed Texture. Set the first point to 0, 0, 0.1 Hue, Saturation, Value and move its position to 70. This sets the color to a dark gray and when we later multiply this color by the RGB texture some of the color will get through, but with a lower value. Set the second point to 0, 0, 1 Hue, Saturation, Value and move its position to 100. Create a V-Ray Comp Texture and connect the Speed and RGB particle textures to it. Then set the Operator to Multiply and set the V-Ray Comp Texture as a Color map for the Particle Shader. |