There were a few replies. Gmail is clearly unhappy lately.

Quick paste:


patrick nethercoat patr...@brandtanim.co.uk
22 May (2 days ago)

to softimage
Which shader are you using for the noise? Things like the fractal_scalar
act that way by default. The other fractal (for eg) doesn't have any way
AFAIK of controlling the texture coordinates for particles.
I'll have a look...
pete...@skynet.be
via<http://support.google.com/mail/bin/answer.py?hl=en-GB&ctx=mail&answer=1311182>
 brandtanim.co.uk
22 May (2 days ago)

to softimage
if you want to swim through a spatial noise:

vector state (set to 'intersection point') --> uv edit (uncheck the swap
checkboxes) --> coordinate input on any of the texture generators, eg
fractal.



-----Original Message----- From: Christian Keller
Sent: Tuesday, May 22, 2012 6:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: Procedural textures on particles

use the per cloud input in the particle density node  and uncheck unique
per particle in the text coord tab

Am 22.05.2012 17:53, schrieb Andy Moorer:
Rob Chapman tekano....@gmail.com
via<http://support.google.com/mail/bin/answer.py?hl=en-GB&ctx=mail&answer=1311182>
 brandtanim.co.uk
14:43 (22 hours ago)

to softimage
So this thread is not on the google mailing list archive...
https://groups.google.com/forum/#!forum/xsi_list

but can see it in gmail, I wonder how many others have disappeared....!?

On 24 May 2012 13:23, Andy Moorer <andymoo...@gmail.com> wrote:

> (.... crickets...)
>
> My god, I killed all conversation... o_O
>
> On Tue, May 22, 2012 at 11:53 AM, Andy Moorer <andymoo...@gmail.com>wrote:
>
>> Hey folks, I'm playing around with a simple particle system to which I've
>> applied a material with a procedural texture (simple noise.)
>>
>> The result is a bunch of particles textured identically, the space
>> sampled being local to each particle. In this case I would rather have each
>> particle "swim" through the spatial noise, their global position used,
>> rather than local. Is there a way to go about this?
>
>
>

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