Go to: Related nodes. Attributes.
Normally, when you do Software rendering, you control the particle transparency using the Transparency attribute of the Particle Cloud node. When you do Hardware rendering, you control the particle transparency using the attributes in the Particle Shape node. The Particle Shape node allows you to do many things; You can add per-particle attributes, with special expressions to set the transparency. These values are all used automatically by the Hardware renderer, but not by the Software renderer. The Particle Transp Mapper node allows you to use all these attributes in the Software renderer as well as the Hardware renderer.
To use this node: Create a Particle Transp Mapper node. Connect its Particle Transparency attribute to the Transparency attribute of the Particle Cloud object associated with the particles you are rendering. Now when you do Software rendering, particles will get their transparency from the attributes in the particle shape, just like they would if you were doing a Hardware render.
Note: There are differences in result between using hardware rendering and software rendering. In hardware rendering, for example, transparency is treated as though the particles were in a separated, non-overlapping layer, but in software rendering they are treated as volumes, with overlapping allowed.
Note: This node is obsolete, and used for backward compatiblity only The functionality is now provided by the particleSamplerInfo node.
This node is MP safe
Node name | Parents | MFn type | Compatible function sets |
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particleTranspMapper | node | kParticleTransparencyMapper | kBase kNamedObject kDependencyNode kParticleTransparencyMapper |
particleColorMapper, particleIncandMapper, particleAgeMapper, particleSamplerInfo, particleCloud
particleTransparency, particleTransparencyB, particleTransparencyG, particleTransparencyR
Long name (short name) | Type | Default | Flags | ||||||||||||||
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particleTransparency
(pt )
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