Particles Emitting light?

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Hi there,

I've created a bunch of particles simulations but I got stuck in the rendering/lookdev phase.

In this example for instance, I have


and I have a wrangle use to shade the particles set as such:

code vex]@emitint = @brightness * chf('mult');
float fader = fit01(@Time,0,1);
@emitint*=fader;

@opac = 0.025;
@opac *= fader;

@emitint *= abs(@age-1);

float cdrand = (@age+rand(@ptnum)-1);
v@emitcolor = chramp('clr_ramp',cdrand);

Everything is looking as expected, but what I can't get my head around is how do I get my particles to be/have some sort of emissive property in order to actually cast light to the objects around them.(Mantra)

Any ideas?

cheers,

Ivan

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Screenshot 2021-02-01 174117.png (294.1 KB)

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Emission should do it. Put a principled or glow shader on them, turn on emission or "emission illuminates objects" in principled, and they should light up the ground plane. If that works, then there's something in your code.

Maybe you need to crank your emission up by a factor of 100 and see if that makes a difference.
Edited by Christopher Romano - Feb. 1, 2021 22:20:22
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For emission to illuminate diffuse surfaces you need to increase Mantra Diffuse Limit at least to 1

However better way than using bruteforce emission would be to create geometry light and use your particle geo and emissive shader on it instead of letting emission itself illuminating other objects
- for light approach you can keep Diffuse Limit to 0
- however you need to add particle system to your particles using Add SOP and checking Add Particle System in particles tab
Tomas Slancik
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Framestore, NY
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