Yes, but that just gives a color to the particle, not a texture .

Le 01/10/2013 11:39, Leo Quensel a écrit :
No of course not - but there should be a 'Color' property or something along these lines.
*Gesendet:* Dienstag, 01. Oktober 2013 um 11:36 Uhr
*Von:* "olivier jeannel" <[email protected]>
*An:* [email protected]
*Betreff:* Re: Aw: Re: Particle "taking uvs" from it's emitter
Leo, there are no UVs "property" (deep blue divo) in a texture map (even though it's picking from a UV...)




Le 01/10/2013 11:25, Leo Quensel a écrit :

    I think you need a texture map for that (Get -> Property ->
    Texture map) which you can then access the same way as the UVs
    *Gesendet:* Dienstag, 01. Oktober 2013 um 11:18 Uhr
    *Von:* "olivier jeannel" <[email protected]>
    *An:* [email protected]
    *Betreff:* Re: Particle "taking uvs" from it's emitter
    Sorry Grahame, but it's not working. I mean it just gives a a color to
    the particle, but not the piece of texture Uvs corresponding to
    its Emit
    Location.
    Here's a screengrab, I probably miss something :

    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

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