Thinking Particles and the Standard particle systems in CINEMA 4D contain many parameters for each particle but no way to easily use these to change the texturing of the particle geometry they can produce. pShade can change its output depending on the particles parameters and even from the surface from which a particle is born.

pShade can be combined with MoGraph to color and texture clones based on thinking particles. pShade can sample a texture area around a particle on emission and carry that texture with it enabling effects such as objects breaking up.

New: as of v0.60a pShade can now be combined with CINEMA 4D Hair to shade particles without any geometry! This lowers memory use and gives the potential for faster rendering. This new feature also enables you to combine Hair particle rendering with any shader.

How To

pShade is a channel shader that is used within a CINEMA 4D material. In the shaders basic tab are effects that can be enabled and combined. Each effect can be blended and the shader itself works perfectly within a layer shader to combine with other shaders.

pShade works with Thinking Particles and the standard CINEMA 4D particle system. Thinking Particles contains more parameters (such as Spin) that are not available within the standard particle system.

Simply create your particles with geometry, add pShade to a material used on those objects and enable the effects you want. The plugin will take care of the rest.

pShade also contains a tag to limit the shading to Thinking Particle groups and a post effect to supply additional settings for the shader (such as option to control the Density feature).

New in Version 0.70a

The latest version brings some new Channels to pShade:

You can now use Thinking Particle Data Channels and add these into the pShade UI, each will add as a tab just like any other pShade Channel:

So now it is possible to directly drive pShade through XPresso.

There are also two new pShade Channels for distance based shading, Particle to Particle and Particle to Object:
Note: the Objects are defined using the pShade tag just as for the Surface and Texture sampling.

Examples (v0.60a+)

Click on the images below to download the example scenes.

Using the pShade object with Thinking Particles, combined with the pShade shader to render using Hair with no geometry for the particles.

Using the pShade object with Standard Particles, combined with the pShade shader to both render using Hair and scale the particle size with age.

Examples (v0.54a+)

Click on the images below to download the example scenes.

Using pShade with Standard Particles coloring the particles with their scale and fading them with age.

Using pShade with Thinking Particle surface emission to color the particle with the surface color.

Using pShade with Thinking Particle to change the particle color and alpha based on age.

Using pShade with MoGraph and Thinking Particle to fragment a plane, coloring the particles with the texture from the plane.

You can download the plugin from the Downloads page.