If you end up having trouble down the line, just contact me.
I'm sure we can get together on Skype or over email and hash something out
that works for you.


On Thu, Apr 11, 2013 at 6:05 PM, olivier jeannel <[email protected]>wrote:

>  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]>
>
>>  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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