I have not got very far before I came across some vector maths...
Here is the setup which works for a camera pointing exactly down the z-axis.
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Here is the render loaded into Nuke. Notice the RGB values.
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I now need to find a way to convert World Velocity to Screen Space Velocity.
In a MEL expression. Hmmm, time to ask the Forum
After some great advice from Zoharl, I grabbed some code which uses the camera's worldInverseMatrix to transform the velocity vector.
Here is the expression:
//multiplier
float $mult=0.5;
//get the particle's World Space velocity
vector $vel=particleShape1.worldVelocity;
float $xVel=$vel.x;
float $yVel=$vel.y;
float $zVel=$vel.z;
// create particle's velocity matrix which is in World Space
matrix $WSvel[1][4]=<<$xVel,$yVel,$zVel,1>>;
// get the camera's World Inverse Matrix
float $v[]=`getAttr camera1.worldInverseMatrix`;
matrix $camWIM[4][4]=<< $v[ 0], $v[ 1], $v[ 2], $v[ 3]; $v[ 4], $v[ 5], $v[ 6], $v[ 7]; $v[ 8], $v[ 9], $v[10], $v[11]; $v[12], $v[13], $v[14], $v[15] >>;
//multiply particle's velocity matrix by the camera's World Inverse Matrix to get the velocity in Screen Space
matrix $SSvel[1][4]=$WSvel * $camWIM;
vector $result = <<$SSvel[0][0],$SSvel[0][1],$SSvel[0][2]>>;
float $xResult = $mult * $result.x;
float $yResult = $mult * $result.y;
float $zResult = $mult * $result.z;
//rgbPP
particleShape1.rgbPP=<<$xResult,$yResult,0>>;
So far it seems to be working, but I will try to test it and see if it breaks down.
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Thanks to Zoharl on the CGTalk forum and to xyz2.net and 185vfx who came up with the original matrix manipulation code.
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