Thinking more deeply about it, my approach can become quite a bit more complicated when you throw rotations in the mix, plus there is the 3rd party renderer limitation I later warned about... so in the end, Leonards approach might be the most fail safe one...
2013/4/11 olivier jeannel <[email protected]> > Hey Gustavo, > I'm going to try your approach. Never manipulated uvs in ice before :) > > Hey Leonard, > This is far beyond what I know :) Would use some already made compound in > that case :) > > Thank you guys, this should keep me busy this afternoon, I'll let you know. > > > Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit : > > Ps, not all renders support Projection and Image Lookup nodes :( > > > 2013/4/11 Gustavo Eggert Boehs <[email protected]> > >> Hi Olivier, >> Leonards approach sounds very good and not much complicated... Still I >> was intrigued to see if what you suggested was possible, and it is if you >> do some magic in the render tree. >> What you need to do is get closest location on the projection you want >> to evaluate and store this values as a ICE attribute, like UVoffset, for >> example. Then in the render tree get a image lookup node, so you can roll >> your own texture projection, bring in the ICE attribute you created, and >> the original UVs of your particles (with Projeciton Lookup Node). Basically >> what you need to do then is to rescale your projection so it matches the >> world size of your particles, and add the pre-calculated offset. Hope it >> makes sense, here are some images... >> >> >> >> > > > -- > Gustavo E Boehs > http://www.gustavoeb.com.br/blog > > > -- Gustavo E Boehs http://www.gustavoeb.com.br/blog

