Particles Instancing and Rendering
See also: How to set up a crowd simulation
Direct Rendering
There are two approaches to direct rendering of particles systems in
mantra. You can either render particle systems or render as points. If you are rendering particle systems, you must create your particle geometry in POPs. If you are rendering as points, you can render from any geometry.
Particle Systems
Particle system primitives created using a
POP network SOP can be rendered directly in
mantra. By default, particle system primitives are rendered as
spheres.
Render as Points
In mantra, you can directly and efficiently render the points in a model without creating a particle system. Point rendering renders the points in a model as disks oriented toward the camera, with only a single shader evaluation per point.
Rendering geometry as points
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Turn on Render As Points on the Geometry sub-tab of the Render tab of the object.
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Render using a mantra output driver.
Rendering Attributes for Points and Particles
To change the rendering style of particle systems, use a
Render POP.
You must re-simulate the
POP network for any changes in the render POP to take effect.
You can add attributes to points and particles by creating an
Attribute SOP or
Attribute POP and connecting it to the particle system.
The following attributes can be added to points, verticies, entire particle systems, and primitives:
Points
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particle scale
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width
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velocity
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orientation
Verticies
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particle scale
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width
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orientation
Particle systems
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particle scale
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width
Primitives
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particle scale
-
width
How to instance geometry on particles (particle replacement)
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Instance geometry on particles |
For specific parameter help see the
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Rotate the instanced geometry to an angular value |
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Rotate the instanced geometry using torque |
For specific parameter help see the
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Make the instanced geometry look at an object |
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Make the instanced geometry look at a plane |
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How to set the rendered appearance of particles
| To... | Do this |
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Control the appearance of non-sprite particles |
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Display sprites in the viewport |
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Control the appearance of sprites |
Note
You can rotate and scale the sprites by turning on the Rotate and Scale checkboxes and editing the values in the
Note
Sprites always face the camera. For specific parameter help see the
If Resolve SHOP Path is on, the Sprite SHOP path is resolved relative to this node, and the |