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. ---------------------- www.linkedin.com/in/adamseeleyuk vimeo.com/adamseeley/albums ________________________________ 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 > ________________________________ No virus found in this message. Checked by AVG - www.avg.com Version: 2012.0.2238 / Virus Database: 2641/5637 - Release Date: 02/27/13

