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The inception of Particle Info node.

I wrote a bit of Object Info node and Strand Info node not long ago. I think I should also write a quick post about Particle Info node.

There are already few great video tutorials out there touching on this topic of Particle Info node and Cycles, but anyway, I will just write this post just as a note for myself and hopefully can also be useful as quick reference fo you.

Particle Info node as first mentioned at Blender Developer Blog:
http://code.blender.org/index.php/2012/05/particle-info-node/

WHAT IS REALLY PARTICLE INFO NODE
Maya has this Particle Info node. Houdini also has this similar node. But, I personally think that Particle Info node in Blender is the most clear and simple in term of usage and application.

Similar to Object Info node and Strand Info node, Particle Info node is exposing specific data values and make it available for Look Development (Shading, Texturing, Lighting), and for our case, it is made for Cycles real time Material and Rendering.

Blender philosophy seems to be more toward procedurality, where are you are able to pass and manipulate data from one node to another node more easily.

Particle Info nodes is exposing and passing these data: index, age, lifetime, location, size, velocity, angular velocity, that we can use to Map or as Factor for other data.

THE BASIC SETUP
You need some familiarity of Blender Particles basic (emitter, instancing) and Blender Cycles node-based Material in order to understand this.

I am just going to show the basic, exploring this Particle Info node while writing notes for every useful finding.

My Particle setup for this is super basic, just the "Monkey Rain" setup with a single Suzanne monkey as a  instance copies:

That Suzanne monkey object selected is the INSTANCE object. The rest of monkey falling down is just a copy of that single monkey object.
Particle Info node will be used inside the Material for Suzanne (the master instance object).


PARTICLE INFO: Age and Lifetime + Color Ramp
Every single Particle has Age and Lifetime value. Age is calculated from the time a particle is born, while Lifetime is the how long Particle is set to live.

By default, when you create Particle System, the value is as below:

Lifetime = 50, meaning every particle will live up to 50 frames and then die. You can randomize the lifetime (Random) if you like a bit of variation.

Age will start from value of 0 when the Particle is born on a particular frame.

How can we use this value to affect Cycles Material? It is very straight forward, we just pass the data.

For many of our purpose, we will be using Color Ramp node.

This Color Ramp node is a handy little node that shows Color gradation, and when used with data output from Particle Info node as Factor, we can visualize the changes.

In order for Color Ramp to show value from beginning Color to end Color properly, we should always make sure that the Factor (Fac) value is normalized (0-1). So for our purpose, we use Math node, set to Divide) to divide Age with Lifetime.



So, with everything in default value, we have result as above. Particle Color Diffuse goes from Black to White from the time it is born until it die and disappear.

If we change the Color Ramp node value, we can see more clearly what is really happening.




PARTICLE INFO: Age and Lifetime + Mix Shader
With similar setup above, we can then do the same thing to Mix Shader. Let say, we like the Particle to fade from original material (for example Diffuse Shader) and become transparent (Transparent Shader) overtime. That can be done as easily as Color Ramp.



PARTICLE INFO RANDOM
For random color, looks like we can simply use Object Info node as a Factor for Color Ramp and this works for our Particle Instances which is nice.



PARTICLE INFO: Size + Color Ramp
Next thing we can pipe to Color Ramp is the Particle Size via Particle Info node. You probably understand this by now.

I first randomize the Size of Particle from the Blender Particle System Property:




PARTICLE INFO: Location + Color Ramp
Particle Location is an interesting one because it is a Vector XYZ value, which means it carries 3 different values depending on Particle Location.

When I pipe the value to Color Ramp anyway, it will show the gradation as expected.



With Location value, it is probably clearer if we use Grid Texture and see how the color is distributed for each Particle in 3D space:


With the same method we did for Object Info node, then we can pipe in the Location value output from Particle Info node to UV Image Texture, which gives us the LED grid that we are already familiar with.


If our Instance Object is simplified to a Cube, then we get something like below:


PARTICLE INFO: Location = Color

If Particle is static, the color will be Black (0,0,0 velocity value), but if they are moving or have velocity other than zero, you get color.

For example, apply Turbulance Force to the Particle System so that each Particle has some kind of Velocity value (also a type of Vector value, to depict direction velocity of Particle).



Alright, so this is all the basic that I can think of. Will look for more advance setup next time. I bet plenty of questions start to arise by knowing all this basics.

This should prepare us for future development Blender Particle Node system.


I was casually reading some blog postings from other Blender artists/developers, when I stumbled into this interesting post by Oscurart:
http://oscurart.blogspot.com.au/2012/12/script-generador-id-color-mask.html

That blog post is in Spanish, but thanks to Google Translate, I can understand that he is showing a way to quickly randomize object Color using ColorRamp node in Cycles.

He provided a simple Python script that basically automatically create ColorRamp node in the Node Editor and assigning 30 random different color into ColorRamp constant. Check it on his blog post above.

What even more interesting is looking at his diagram where he plugs in a node called Object Info node into the Factor (Fac) slot and it does the job of giving "random" color for every object assigned with that one material.
This is node network that is shown by Oscurart , what is that OBJECT INFO node?
NOTE: You see, I have not looked into all the new nodes in Cycles recently. I did see Blender video on Particle Info node. I supposed that one also very cool in relation to Particle. I am still waiting for Particle Node system in Blender to execute before getting deep. But I supposed all these are worth looking, today.


OBJECT INFO NODE, SINCE WHEN?
Object Info node is apparently has been there since version 2.64. I pointed to this cool video tutorial by David Miller and he is also mentioning "Object Info" node as an update method in getting material color to randomize:
https://vimeo.com/40389198

Documentation and examples is scarce, but there are probably some posts talking about this "Object Info" node:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/More#Object_Info


Anyways, from Oscurart blog post, looks like he is using it as Color ID Generator for Compositing purpose. For us, we can actually use this for some fancy renders.


THE NODE NETWORK FOR OBJECT INFO NODE
From Oscurart example, we see the node network is really simple. The main useful nodes here are:
  • Object Info node (under Input)
  • ColorRamp node (under Convertor)
This is like dejavu all over again when I first wrote my posts on Particles and how we can randomize object colors by using a Group of bunch of objects. Except that we are doing this inside the Node Editor and directly on the material. Another procedural method you can do within Blender.

OBJECT INFO: RANDOM + LINEAR RAMP



OBJECT INFO: RANDOM + RAMP WITH MORE THAN TWO COLORS



OBJECT INFO: LOCATION + NOISE



OBJECT INFO:LOCATION + IMAGE TEXTURE
Out of curiosity, I inserted Image Texture node as the source of color, with the Factor coming from Object Info: Location. 

Apparently it works too! Very neat. You can probably create LED grid animation easily this way. All we need to take care is really the Location of each of those objects in the scene, this will be considered as the UV location to remap the color, I am guessing. It probably needs some proper Math node configuration to make sure that the Location value is between 0 to 1 (normalized), kind of what UV usually like. If object moves, the color will slide away. That is kind of the limitation of this, it is object space dependent. There must a work around it.


(The artwork above is an avatar of my friend that was created handmade by orphanage kids in Indonesia. Very neat looking avatar, don't you think?)

Now, I need to research regarding how to Normalize properly.

Looks like I am doing it wrong. Giving random color based on Color Pixel of Image Texture seems to work, but below "normalize" method is probably wrong.



The funny thing is if I change the SCALE it seems to kind of work. But I want a better solution.



Anyone knows how to do this more correctly? Please let me know.

PLUG IT INTO CELL FRACTURED OBJECT = INSTANT RANDOMIZED COLOR

Hope this one is useful for your works.

I will look around for Object Info related information at the forum, maybe I could find more and I will append more information here.

UPDATE 2012.12.24

Found this:
http://blenderartists.org/forum/showthread.php?216866-Cycles-tests-the-new-blender-CPU-GPU-renderer-of-awesomeness/page185

By Sanne:


I tested  the network above and use multiple Texture, multiple UV on the 5 objects. What would be even nicer is to find out a way to Randomize a bunch of Textures and UVs into a single Material network.


Then I found this blog post:

By Andreu Cabre:
http://www.andreucabre.com/2012/02/multiple-uvs-and-decals-in-cycles.html

Definitely worth a study there.

CONCLUSION
Blender Cycles and its node network are getting really quite interesting and advanced, I have to keep up!

Before I am digging too far, basically for now, happy to find out that we can easily:

  • Randomize Material Color using Object Info Node and ColorRamp
  • Apply Material Color based on File Texture.



I've been wanting to do this effect since Dynamic Paint was released for Blender. The idea is really simple, basically I want to control certain value of attribute/parameter using Dynamic Paint Brush that act like a Bounding Box. Sure, I have been touching this idea few times in previous post using different kind of "hack" like Drivers and Constraints. It could definitely work and can achieve interesting complicated effects via scripting but it's a little bit complicated in the end.

I got a feeling that Blender New Particle system could make it happen when the feature is more mature and allowing Particles to have more control for other attributes.


I basically wanted to recreate that X-Men effect of skin morphing changing. The concept is there, but not yet.


Anyhow, I figure that there is one more possible way to achieve this effect using Dynamic Paint and the old Blender Particle system.

This is rather "advance" effect, but worth trying. It's a challenge.

THE FLIP-FLOP EFFECT
In one sentence, the effect is = Switching Instances using Dynamic Paint.

There are 2 facts that make this happens:
1. Dynamic Paint can influence the Particle INSTANCE Size via Hair System.
2. The Vertex Weight of Dynamic Paint can be easily inverted.

Unfortunately, the actual Particle Size cannot be influenced directly by Hair (unless I am wrong).

So, at this moment, the only way you could affect the Particle Size by Dynamic Paint is by affecting its Instances, whether the Instances you created via Particle Instance Modifier (to get hair like effect), or direct Particle Instances.


ONE THING, If only I know how to "convert" a Mesh Objects Grouping into correct order of Particle Instances, then this effect could potentially be really cool. Unfortunately I don't know that. Maybe that is achievable via Script. I probably gotta ask Liero for that.

LED GRID
So, let's try something a little simpler, like a 25 x 25 Grid LED Spheres. Total of 625 Particles Instances to represent a single color (well, actually multi color is possible too, we will see later).

We will render it with Cycles so we will set the material properly from the beginning.

What we need:
1. A sphere with dark color. Just Diffuse Material with dark color.
2. A sphere with bright color, we want them to emit light, so use Emission Material.

THE TEMPLATE
In this case, we could just use a Grid object as Particle Emitter.

We will have 2 Particle Systems, one for FLIP, the other for FLOP. The steps are basically like this:
1. Create Particle System from the Grid.
2. Emit from Vertex, uncheck Random. Specify the number of Particles you want to born (625 in this case), born all particle on frame 1.

3. Turn off Gravity Field and Emitter Geometry Normal Velocity.
4. Assign your Instance Object.
5. Create the Dynamic Paint (DP) environment. The Grid = DP Canvas. Create another object (any mesh shapes) = DP Brush. I will just use Cube as DP Brush for starter.
6. Activate Weight and create dp_weight the default Vertex Weight.


7. Now, we switch Particles as Hair. As we know already, this is when the magic happens, when you assign the dp_weight into Hair Length. And then, just increase the Hair Length to minimum 1.


NOTE: One important thing. Make sure that Dynamic Paint is above Particles System on the Stack Modifier order, otherwise, the effect will not work properly.


Remember if you create 1 Particle System with this Dynamic Paint influence, you can simply DUPLICATE another one.

FLIP FLOP IS READY
Now, we already have the Particle Systems setup. You just need to create another one. The minimum you have 2 Particle System, but with the weight Inverted under Hair Length.

This is FLIP.
This is FLOP.
I change my LED to Yellow colour so it is more visible on top of those Rainbow color. And below is the resulting LED setup. The effect is Real Time:



Try different shapes of Dynamic Paint Brush and maybe the Projection type of Brush.

The cool thing about this setup is that you can easily change the number of LED or the GRID, from 25 x 25, maybe to a higher number. And everything will work fine.

If you want to have multiple Grid with different Color, and then with DP Brush affecting only certain color, that is fine too. You can certainly do that. You may just want to get rid of the Darker LED and just have the Bright LED.


Since this is kind of complex effect, I provide you with the BLEND file for you to study and experiment.


Download the Blend at BlenderSushi SkyDrive:
http://goo.gl/NzFRC


TIPS:
  • How to adjust the DP Canvas Template Grid? Just hit TAB and you can quickly modify the template grid. In fact to change from 25x25 LED to 64x64 LED is quite easy. Just delete the original grid in Edit Mode and replace it with any grid size.
  • Try creating different DP Brush meshes and the effect will work instantly.
  • Any 3D Mesh can be the Brush for the LED, that also includes Grease Pencil!
  • Remember you need to be at frame 1 (if playback is not animated) for Dynamic Paint to have realtime preview on 3D View.
  • Start with the basic 2 LED color before you try more than 2, it gets complicated. You could also Mix the Dynamic Paint Vertex Weight which is beyond this post.

The effect also works in 3D.

Have fun with this effect! Let me know if you have problem with BLEND file or if you have any questions.


UPDATE 2012.04.25:
For quicky face changing effect, you can use Mask Modifier and Dynamic Paint to do the switching of Faces of mesh? That's neat. Give it a try:


Now, you may want to add some particles effect on top of this.

MKRdezign

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