Issues with rendering rgbPP attribute with nParticles

Issues with rendering rgbPP attribute with nParticles

J-Fry
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Issues with rendering rgbPP attribute with nParticles

J-Fry
Enthusiast
Enthusiast

Hi,

I admit I haven't done this in a while and I know everything is going towards Bifrost, but I needed to be fast and I find nParticles to be faster to set up and easier to use so I have set up an animation with "cloud" render type nParticles. 

 

The particle simulation looks fine, however I'm having issues with the render.

 

The main issue is getting the render to respect the rgbPP attribute. (OpacityPP is an issue also but I assume it's essentially the same problem). I think at some point the PP attribute data is getting lost?

 

  • I've tried using the aiStandardVolume shader with an aiUserDataColor node (attribute: rgbPP) hooked up to "emission color". No luck. It just uses the "default" value on the aiUseColor node.
  • I've tried using the aiStandardVolume shader with an aiUserDataFloat node (attribute: ageNormalized) hooked up to the V value of a ramp. No luck. It just uses the "default" value on the aiUseDataFloat node.
  • I've also tried these things (rgbPP as well as ageNormalized hooked into a ramp) using a particleSamplerInfo nodes instead of the aiUserData nodes with both the particleCloud shader and the aiStandardVolume shader. No luck.
  • I've tried using a ramp hooked up to the "life color" attribute on the cloud shader. No luck. It's just white.
  • I've tried rendering with Maya's software renderer with the particleCloud shader but the particles don't show up at all.
  • I've tried rendering with Maya's software renderer with the maya's volumeShader but the particles don't show with that either.

What am I forgetting here?

Any help would be appreciated.
Thanks!

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Message 2 of 4

J-Fry
Enthusiast
Enthusiast

Hi,

 

I have included an example scene file in the hopes somebody can take a look and let me know what I'm doing wrong.

 

(Or if somebody could post a WORKING scene file so I can take a look, I'd appreciate it)

 

Thanks!

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Message 3 of 4

sepu6
Advisor
Advisor
Accepted solution

Not even sure if Arnold support this old method, but if you render the maya hardware and apply the particleCloud default material or just add one like I did. i works without doing much.  But yeah I would do this in BF - faster and better. Anyhow is working here. M 2025.3

 

maya_extmujyNPM.png

 

 

Message 4 of 4

J-Fry
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Enthusiast

Ahhh!!!

That works!

 

Thanks so much, sepu6!

 

(I guess I thought the "(s/w)" next to the cloud type stood for "SoftWare" rendered.)

 

You're great!

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