Hey Leonard !
That's very kind of you :)
I managed to do something. It's on stanby for today, need some more info on that project atm.
I'll re-drop a mail here if I need some more help :)
Anyway, thanks both you and Gustavo :)

Olivier


Le 11/04/2013 18:16, Leonard Koch a écrit :
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] <mailto:[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]
    <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



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