That's the conclusion i'm coming to.
I can't find a way to "counter rotate" the particles Projection look up.
Not tried Leonard's approach yet. Makes me a bit nervous to generate
geometry... I liked the idea to stick to particles ^^
11/04/2013 17:10, Gustavo Eggert Boehs a écrit :
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]
<mailto:[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]
<mailto:[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