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







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