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

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