I'm pretty sure opacity and color only work if you have a blendMat in there.

-deke

On Tue, Jan 3, 2012 at 10:06, Stephen Newbold
<stephe...@moving-picture.com>wrote:

> Cheers Hugh,
>
> I'll give this a go.  That's kind of what I thought 'color' would do with
> a sprite, just act as a multiplier value.  Weirdly, opacity didn't do
> anything either so hopefully this work around fixes this too.
>
> Cheers,
> Steve
>
>
> Hugh Macdonald wrote:
>
>> I emailed support@ about just this the week before christmas...
>>
>> They gave me a workaround, which was to add a BlendMat node after my
>> sprite image, before the ParticleEmitter node.
>>
>> Channels: rgba
>> Operation: plus
>> Surface blend: modulate
>>
>>
>> I have no idea why this works, but it does seem to, which is good. It
>> then behaves as I believe it should - the particle colour is multiplied by
>> the sprite colour.
>>
>>
>> Hugh
>>
>>
>> On 03/01/12 14:27, Stephen Newbold wrote:
>>
>>> Hi,
>>>
>>> I want to use an particle expression to change the colour of some sprite
>>> based particles.  Using an expression in the color tab works fine if not
>>> using sprites (ie. nothing connected to the particle input of the emitter)
>>> but is there any way to alter the color of the sprites themselves based on
>>> an expression?  I really need to create some IDs for the particles I'm
>>> generating and would rather do it this way rather than create and render
>>> separate particle sets if possible.
>>>
>>> Cheers,
>>> Steve
>>>
>>>
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>
>
> --
> Stephen Newbold
> Compositing Lead - Film
> MPC
> 127 Wardour Street
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>
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