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Zekfad

Render image as 'particle field'

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Posted (edited)

Hello everyone!

I have multi layered vector image (SVG, but I can render it into raster PNG in case). I'd like to make field of particles with slight random offset out of each layer, so, like if any rater pixel would be separated and pushed apart.

For current approach I tried to use XPresso and apply color using bitmap lookup, but it's kinda tricky and very slow to edit/update/render.

omzSPuQ.png

Any suggestions about more correct way to do such?

Actually there's video inspired be to do such: time - 1:09

P.S. for attached file I use only raster image for now, to test it.

 

Particles.7z

Edited by Cerbera
Re-titled for Accuracy / clarity

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Well I'd try it with multiple cloners and simple shader effectors, cloning into grid arrays of tiny polygons. That way you could use other effectors to affect positioning etc. Is there any reason this has to be particles ?

 

CBR

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    2 minutes ago, Cerbera said:

    Well I'd try it with multiple cloners and simple shader effectors, cloning on to tiny polygons.

    Could you please describe more about this approach?

    2 minutes ago, Cerbera said:

    Is there any reason this has to be particles ?

    Only aesthetically reasons, basically I want it to be like in screenshot above (field filled with square polygons with randomized offsets and each with color corresponding to reference image), I may be incorrect calling it particles (?).

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    47 minutes ago, Zekfad said:

    Could you please describe more about this approach?

    Basically you just clone a load of square polys (most likely in Grid array mode), and then use a Shader effector, and a material (which gives you the mapping), to color those clones as per the image driving the shader. The manual does explain all this...

     

    Or there are various tutorials online, of which this is one...

     

     

    You would not use cubes in your cloner like he did, but rather flat planes or polygons...

    You can define in Cinema which layers in a PSD get used, so you need as many materials as you have layers to make that work by assigning a different layer to each cloner set.

     

    CBR

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    Thanks for mentioning tutorial, I'll look into it, and see if its applicable!

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    @Cerbera, tutorial you mentioned is perfectly fit for my project, thanks!

    But, there's one thing, any ideas how can I make texture's pixel size limited (probably incorrect description). For example I want to set material sample one pixel of image into 10cm^2 area with hard edges?

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    Sorry my friend - don't understand the question.

     

    CBR

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    2 minutes ago, Cerbera said:

    Sorry my friend - don't understand the question.

    When you apply small texture to big object, how could I define pixel size instead of blurring texture? Like if it's a pixelart texture

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    Oh I see. You need to use a Pixel Shader on the image, directly in Cinema, where you can add it as a parent of any material bitmap.

     

    image.thumb.png.2a01973f95fda69362ed43ed385e6a48.png

     

    CBR

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    21 minutes ago, Cerbera said:

    Oh I see. You need to use a Pixel Shader on the image, directly in Cinema, where you can add it as a parent of any material bitmap.

    Wow, that's exactly what I was looking for, thanks for your help! I guess thread can be now marked as resolved/closed!

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