you're not missing something, this is totally normal. at any given position (location) you have a single UV coordinate (one u and one v value) - so that will result in a single color for the whole of the particle.
in order to get the corresponding crop from the texture, you would need 4 uv coordinates for the four corners of a grid assuming your particle is a rectangle - but a particle is a single point so that’s just not going to work. (yes - you could save 4 attributes but you can't interpolate between them in the rendertree) I guess *in theory* it could be done, by calculating proper values to drive the UV remap in a texture node, for each particle based on it's position in the UV set and size - and saving those in a number of attributes - - but this is far from trivial. And you couldn’t account for seams in the map. -----Original Message----- From: olivier jeannel Sent: Tuesday, October 01, 2013 11:18 AM To: [email protected] Subject: 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 -------------------------- To unsubscribe: mail [email protected] with subject "unsubscribe" and reply to the confirmation email. -------------------------- To unsubscribe: mail [email protected] with subject "unsubscribe" and reply to the confirmation email.

