If I have an instance shape, a square polymesh with a UV 0,0 1,1
Couldn't I Offset the position of that Uvs with a value corresponding to 
Cls.Texture_Coordinates_AUTO.texture_Projection.UVs of the Particle on 
the mesh ?
Scale it a bit, so that it takes a tiny portion of the UV area,
And voilà.

??



Le 01/10/2013 12:18, olivier jeannel a écrit :
> 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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