In part 1 we looked through simplest particle coloring methods. This time lets try something more advanced.

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Simple Mapping by Object

Video below is maked with standart planar mapping:

As particles move, mapping coordinations get completely lost. So the best way is to lock them or inherit from right object. This can be done with Mapping Object operator:

screen_mapObj
 
download *.max

Advanced Data Manipulation | #Box3

Blending 2 predefined colors by checking if particles is inside proxy object(Sphere002). If condition is positive, then that particle get one color value to the vertex color channel. If not, another color input value go through the flow without any interpolation.

Also, keep in mind that suboperator New In Event is designed to take initial value on the event entry only. It should be connected with flow output or proxy geometry input.

screen_colorbyObj

Above method isn’t recommended while colors are generated inside the flow. It’s always better to have colors in map and in particles to set required mapping:

screen_gradientbyObj

Same can be done with particles from another system:

screen_gradientbyPrtcl

Also, we can blend colors by taking material ID from multisub material:

screen_matIDbyObj
 
download *.max

Mapping by Age

Here is an example how to set mapping by Particle Age. Just Divide Particle Age with a Lifespan, but don’t forget that Lifespan channel requires data particles dying time, so Delete operator should be added to the particle flow. Alternatively, Lifespan value can be set in data flow.

screen_mapbyAge
 
download *.max

Mapping by Velocity

Example how to use particle speed in data flow. In second operator also particle scale is changed according to the velocity.

screen_mapbyVelocity
 
download *.max

Here is more advanced 3dsmax scene where particles are colored by their speed and distance to the red spheres.

Scene are easy enough: particles are driven by FumeFX fluids. Then mapping by velocity is mixed with mapping by distance to red spheres. Also scale is changed by particles Velocity.

screen_wave_viewport
 
download *.max scene
 

P.S. this is what can be done with aplied Frost to the particles, just apply vertex color as diffuse map to the frost material.

wave04_frost_cam1_f088

Bonus

Particles mapping&coloring also can be done with Krakatoa and Frost plugins. Saved particles as PRT, can be modified through magma flow with geometries added in Frosts Custom Geometry mode. Frost by default inherit input particles mapping info as vertex color.

screen_earth
 
download *.max scene

More Krakatoa coloring examples in Part 3

9 Responses to “Particle colors | part 2”

  1. MauricioPC, Reply

    Amazing! Thanks for sharing!

  2. rezoloot, Reply

    That’s brilliant work, thank you for sharing

  3. Pixeljuice, Reply

    Thanks for sharing this awesome stuff. I’ve a quick question regarding the Frost bit.. I tried making a material with Vertex Color in diffuse slot as you instructed. I get a missing map co-ordinate message (UVW1 on frost) when I render and then nothing. I’ve tried lots of things.. adding a mapping operator in PFlow, all the different pull downs on Frost’s ‘material’ menu, and changing various channels in the material and the PFlow operator. The only way I can get the Frost to show any material is to add a UVW map modifier on channel 1 (e.g. planer) – but then I get a different gradient colours (like a literal translation of the vertex color map) instead of my Particle Age colours.

    If you could give slightly more info on how to set up this Frost/Vertex Color/Mapping prodecure, I would be very grateful!

    Thanks :)

    • deko, Reply

      This happens because visible particle colors is something different than Vertex Color channel. Depends on your setup and needs, but easiest method will be to export particles to PRT format. In Krakatoa don’t forget to export Color channel. In this way you also have all Magma tools to manipulate Color channel in PRT Loader.

      Another way will be to set up particles color information with #Box3. Drop Data operator, inside connect Color suboperator and Output Standart (pick Vertex Color here). Vuala! It should work. Let me know if you sill have problems.

  4. Pixeljuice, Reply

    Hey, thanks for getting back to me! I’m still having trouble :(

    I was hoping to do it without Krakatoa as I’m not too hot on Magma flow. I tried using the Data Operator as you described, but it just colours my Frost with whatever RGB value is in the Colour node of the Data Operator.

    With your example (Wave03_05) did you krakatoa/magma workflow? Thanks again for helping out here :)

    • deko, Reply

      If you use material to color particles, you can try to assign same material to Frost. Is it works now? :)

  5. rahul, Reply

    bro,i nned your subscription ;),Thankks for this stuffs…Keep on doing great stuffs…

  6. Paris Richard Hall Jr | Valdemaras Dzengo, Reply

    […] got a lot of knowledge to offer and as I wrestle with some complex growth simulations in Max, his videos on particle coloring have been […]

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