Peter, your attachement is what I did but it just returns the color, not the texture (image).

Le 01/10/2013 11:34, [email protected] a écrit :
you can save the uv's as a custom attribute (set data --> self.myUVs ) and look them up in the rendertree with a vector attribute node. you should find "myUVs" in the dropdown list -- which you can plug in the uv coords input on any shader allowing for such an input -- eg -- Image Lookup. a default texture node will look for an existing UV set and you cannot plug another one in. see attached tree -- which simply sets the attribute on emission, from the emit location -- so that's very fast. This can be done with any location -- so if you are looking up the closest location on a group of deforming geometries every frame -- then yeah, it could become slow.
*From:* olivier jeannel <mailto:[email protected]>
*Sent:* Monday, September 30, 2013 11:00 PM
*To:* [email protected] <mailto:[email protected]>
*Subject:* Re: Particle "taking uvs" from it's emitter
Grahame super big thanks ! Will try this tomorrow morning !
I think I will find it, but just in case, in the rendertree, what datas do I need to get to have it render ?
And would it work with Arnold or is it MR only ?

Anyway, thank you !

Olivier

Le 30/09/2013 21:11, Grahame Fuller a écrit :
Plug Self.EmitLocation into the source port of a Get Data, then get 
cls.Texture_Coordinates_AUTO.Texture_Projection.UVs.

gray

-----Original Message-----
From:[email protected]  
[mailto:[email protected]] On Behalf Of olivier jeannel
Sent: Monday, September 30, 2013 2:13 PM
To:[email protected]
Subject: Particle "taking uvs" from it's emitter

Hi all,

Is there a way for :
Having an emitter (let's say a sphere) with a Texturemap (UV). And having some 
particles (let's say discs) that would get the portion of UVs of its 
EmitLocation ? (the litle piece of Uvs corresponding to where it is born) Not 
the color, the UV.

If someone can point me to the correct direction... :)

I guess the sampling might be pretty long with 100K and more Particles.


Thank's a lot.
Olivier



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