perhaps (just perhaps) you can get there with the edit_UVs node - it does 
allow to rotate UVs.
so maybe if you rotate the UVs first (based on particle rotation), and then 
give them the scaling and translation offset ?
rotating afterwards sounds more tricky with the offset and all

-----Original Message----- 
From: olivier jeannel
Sent: Tuesday, October 01, 2013 1:43 PM
To: [email protected]
Subject: Re: Particle "taking uvs" from it's emitter

Just copying his rendertree and using the "my-Uvs" as Offset gives
promising results.
Now I just need something to correct my orientation : it's super in
facing X axis particles, but mines need to have some oriention...


Le 01/10/2013 13:11, [email protected] a écrit :
> sprite node in the rendertree is just a way of doing tranparency (its
> resetting the raycount on each incursion I think) - so you can get through 
> a
> lot of transparent surfaces without increasing the raydepth. It has 
> nothing
> helpful to offer to help with uv coordinates on particles.
>
> particles in softimage are points - and you can give them a single UV 
> value
> easily enough - as discussed here that will just enable you to get the
> proper color for the texture map.
> certain shapes have uv coordinates built in - such as the sphere or
> rectangle - which by default will map a single image on the entire 
> surface.
> the obvious solution is to combine the single color from the underlying
> texture with a transparency map on the particle to give them some shape 
> and
> variation - it can give you the (flawed) appearance of tearing up a 
> surface
> into pieces - (hint: besides the uv you can also use the normal at the
> surface which will give you identical shading - very helpful!) - but its 
> not
> gonna be a proper crop from the texture on the emitting surface.
>
> by calculating proper UV remap values you can crop a part of an image - so
> technically your solution is there. (if you're fine with flat rectangular
> particles that is) and the link you gave seems to have solved that. With 
> an
> ordered grid with a rectangular mapping it shouldn’t be too hard to do. 
> 5x5
> grid - so each particle will have coords from 0-0.2 with offsets in
> multiples of 0.2 in U and V - you get the idea.
>
> With an arbitrary polymesh surface, having an arbitrary UV set, likely 
> with
> seams and arbitrarily sized particles, calculating those proper remap 
> values
> is much more complex, and way above my head for sure.
> In such a situation I'd rather got the route of fracturing the object, and
> instancing the individual pieces to particles - but that is quite a
> different proposition and you will hit performance problems with 100k
> particles for sure. And there is Guillaume's addon to transform polygons 
> by
> particles - which is very nice for performance - if the shape of 
> individual
> polygons is ok for you.
>
> -----Original Message-----
> From: olivier jeannel
> Sent: Tuesday, October 01, 2013 12:18 PM
> To: [email protected]
> Subject: Re: Particle "taking uvs" from it's emitter
>
> 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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