You mean because it appears on screen? You send it off screen to -1000 in Y
or something. That generally does the trick.




On 4 February 2014 16:28, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
[email protected]> wrote:

>  Great!. Have that working. Now how do I hide the model that Instance
> Shape sources without affecting the particle. If I change render visibility
> it hides the polymesh and the particle.
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __________________________________________________
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Rob Chapman
> *Sent:* Tuesday, February 04, 2014 11:19 AM
> *To:* [email protected]
> *Subject:* Re: Alternate Shape for particle
>
>
>
> yes use set instance shape. then any instance of a particle can be any
> shape you want :)
>
>
>
> On 4 February 2014 16:14, Ponthieux, Joseph G. (LARC-E1A)[LITES] <
> [email protected]> wrote:
>
> Hello,
>
>
>
> Is there any way to generate an alternate or custom shape and provide that
> to a particle system in place of the Shape node? The Shape node only
> provides several basic primitives. If I wanted the shape to be a torus for
> example, and I create a poly Torus and get torus.Shape and try to plug that
> into the particle shape, it declares a mismatch saying the output is per
> Point and the input is per Object. Is there a way to make these compatible?
>
>
>
> --
>
> Joey Ponthieux
>
> LaRC Information Technology Enhanced Services (LITES)
>
> Mymic Technical Services
>
> NASA Langley Research Center
>
> __________________________________________________
>
> Opinions stated here-in are strictly those of the author and do not
>
> represent the opinions of NASA or any other party.
>
>
>
>
>

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