[Bf-funboard] Particle manipulation.
Janne Karhu
jhkarh at utu.fi
Wed Apr 23 18:03:30 CEST 2008
I haven't checked on the current python integration to the particles, but
imho the best way would be to have a "particle manager" python script with
the presets and attributes you describe. At least I think it would be a
very easy solution although it may need some more python hooks to the
particle system (I know next to nothing about python).
With the script approach a user could even modify the preset styles or add
his/her own. If a "preset" system is hardcoded in to the particles it's
very difficult to modify afterwards, or even decide what are absolutely
correct presets for such a complex beast as the particle system in the
first place.
Even the colour issue is not so simple as we have a zillion different
material parameters that the user may want to change in order to get a
certain look. It's not just about red/black/brown hair or
brown/beige/green grass. With the python script this is solved as well as
the script can set all the needed material parameters and assign that to
the particles.
janne
On Wed, 23 Apr 2008 02:56:55 +0300, Roger <hovergo at net-tech.com.au> wrote:
> in Blender 2.45 particle manipulation is growing very complex.
> Question:
> Can it be broken down into artist's needs rather than all the controls
> displayed.
> egs:
> Hair: 5 attributes, length, thickness, colour, quantity, shaping.
> Thickness is
> virtually standard. Colour, red, black, brown, fair are virtually
> standard.
> Other colours can be added to a pallet - Ramps help here. Hair could be
> generated by simply creating a small number of bezier curves and
> setting 5
> attributes for each.
> Grass: colours are brown, beige, green. Length is standard varies from
> a few mm
> to approx 500 mm and is either flat or cylindrical.
> Smoke, clouds and dust: Colour, density, etc.
> Artists can simply select the particle system type without having the
> complexity
> and without having to know it is, or anything about a particle system.
> Roger
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