Particles
Rendering
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After a model has been saved with save ani in the general menu of GIG, the animation can be rendered with render ani or with 'giganibatch'. During the rendering process, the particles will be simulated for each frame that is rendered.









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Display the current frame using a scroll bar, then the frame can be dragged using
the mouse. The input boxes at each end of the animation scroll bar display
animation frame numbers.
- play
- Use playto view the animation without simulating the particle systems
- reset simulation
- Deletes all emitted particles from the active particle systems.
Particles systems can be rendered like any other GIG model, including the calculation of reflections, refractions, and shadows.
Attributes are assigned in the same way as with other GIG models. It is also possible to assign maps to a particle system.
- 2D texture maps
- 2D texture maps are projected from the converted model onto the particle-emitters during a conversion. Texture map coordinates are the same for all particles emitted from the same emitter.
- 3D texture maps
- 3D texture maps are mapped in the normal way, as a 3D solid texture.
- blur maps
- To create blurring effects for moving particles, two maps are available which can be used as intensity maps in the diffuse and transparency intensity input boxes.
- For the diffuse intensity, enter: difblur.
- For the transparency intensity, enter: transblur.
Intensity map difblur
transblur
transblur 
See also
motion blur
- time maps
- To change the attributes of particles during their lifetime, use the map curve button in the attributes menu. Enter 'hue' for the timecurve map name. On the diffuse color attribute, enter: 'hsvmap(hue, 0.9, 0.9)'. This will create a hsvmap with the hue parameter animated according to the timecurve with name 'hue' in the animation menu. The color of the particles will now change according to their 'age' ( the number of frames that they are alive).
- head-to-tail maps
- To give particles a different color for their head (front) and their tail (back), two maps are available: mhead and mtail.
Intensity map mhead 
To create particlemaps with different colors for the head and tail, enter:
mhead*color(?, ?, ?) + mtail*color(?, ?, ?)
in the diffuse color input box. For the question marks, fill in the desired RGB
values. The first color will be the color for the head, the second color for
the tail.
Example
mhead*green + mtail*blue
This will create a particlemap with green heads and blue tails.
Example:
mhead*color(0.9, 0.2, 0.2) + mtail*color(0.8, 0.9, 0.2)
This will create a particlemap with red heads and yellow tails.
- radius map
- An intensity map which varies from the center to the edge of a particle is available: mradius().
Intensity map mradius() 
Example:
mradius()*red + (1-mradius())*yellow
This will create a particlemap with red center and a yellow edge.
Related topics








