Hi,

Done it before by grabbing the texture projection in the Ice tree & then 
calculating the fractional UV values needed per particle using their position 
etc...
Forgot howI piped them back ,  via custom attributes into the rendertree sounds 
likely.

Adam.

----------------------

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________________________________
 From: adrian wyer <[email protected]>
To: [email protected] 
Sent: Thursday, 28 February 2013, 14:55
Subject: RE: cloud texture projection
 

 
yes and no, that was for procedural
fractal noise on a billboards
 
this time i want is basically a xz planar
projection on box particles, so they have texture on them, NOT just colour
 
if it's any consolation, it works in maya
;o)
 
a
 

________________________________
 
From:[email protected]
[mailto:[email protected]] On Behalf Of Stephen Blair
Sent: 28 February 2013 14:44
To: [email protected]
Subject: Re: cloud texture
projection
 
is this the previous discussion you were thinking of?
https://groups.google.com/d/topic/xsi_list/X7INcCDxAGE/discussion


On 28/02/2013 9:30 AM, adrian 
wyer wrote:
sure i've found a way to do this before, but
currently having a brain fart regarding method (and no luck searching the
archive)
> 
>have a grid of box particles emitted from points on a
grid.... and we want to project a texture onto the particles, rather than just
inherit emission colour from texture map...
> 
>so if the image projected is a photo, each box has
part of the photo mapped on it.....
> 
>anyone?
> 
>a
> 
>Adrian Wyer
>Fluid Pictures
>75-77 Margaret St .
>London
>W1W 8SY 
>++44(0) 207 580 0829 
>
>[email protected]
>www.fluid-pictures.com 
> 
>Fluid Pictures Limited is registered in England 
and Wales .
>Company number:5657815
>VAT number: 872 6893 71
> 
 

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