Multiple Materials on a POP network

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Hello

I would like to apply different shaders on different parts of a particle effect. But If I create a material it only renders out properly if it is applied on the GEO level. It does not work properly on the spritePOP node itself.



How can I solve this properly?

I was thinking of creating an integer particle attribute so I can control switch vop. But I cannot figure out how to read the attribute for each particle in a shader VOP.

Any help would be greatly appreciated.
A computer is almost human - except that it does not blame its mistakes on another computer.
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Okay it works now, I didn't know I had to declare the variable also in the mantra sprite procedural.

A computer is almost human - except that it does not blame its mistakes on another computer.
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