Damn, that's annoying...
What about the Sprite node ?
SecondReality did something
https://vimeo.com/34463159
But on  a grid (my object is 3D with a lot of particles and overlaps)

Le 01/10/2013 12:05, [email protected] a écrit :
> 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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