Hey thank you :)
I had a proto that worked on square particles instances, but this one push
it a bit further it seems.
Very cool, thank's a lot ! :)

On Wed, Feb 24, 2016 at 6:53 PM, Jeff McFall <[email protected]> wrote:

> Here is a nice example of setting the uv’s part….
>
> I know it is instances but seems it could work for a mesh as well.
>
>
>
> http://xsisupport.com/2015/02/26/using-ice-to-do-uv-remapping-on-instances/
>
>
>
> jeff
>
>
>
>
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *pedro santos
> *Sent:* Wednesday, February 24, 2016 11:55 AM
> *To:* Softimage Mailing List <[email protected]>
> *Subject:* Re: 1 texture per polygon
>
>
>
> Yeah like I said, put all 100 pics in a 10x10 picture array pic and use
> ICE an manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that
> 10x10 pic is doable for you.
>
> Cheers
>
>
>
> On Wed, Feb 24, 2016 at 4:24 PM, Olivier Jeannel <[email protected]>
> wrote:
>
> Do you have a method to do this ?
>
> Right now I'm connecting my 100 textures in a Texture Array Switch. I feel
> like in 1984...
>
> I can't believe this was never addressed ...
>
>
>
> On Wed, Feb 24, 2016 at 5:04 PM, pedro santos <[email protected]> wrote:
>
> I don't know what is the project you are working on, but if you are able
> to compromise with just one huge texture, it's doable I think:
> http://screencast.com/t/SDUHtvLdf4P9
>
> Cheers
>
>
>
> On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel <[email protected]>
> wrote:
>
> Concatenate strings maybe. But I'don't know how...
>
>
>
> On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel <[email protected]>
> wrote:
>
> I'm around 100 pictures.
>
>
>
> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon <[email protected]>
> wrote:
>
> yes, but then you are limited to a few images, and it does not scale
> procedurally to hundreds of images for example...but if just a few images
> already do the work, then you can use the multi-color switch I believe.
>
>
>
> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel <[email protected]>:
>
> Yes, that's what I'm thinking too.
>
> Can't we build a "select case" thinguy within the render tree ?
>
>
>
> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon <[email protected]>
> wrote:
>
> looks like the "Time Source" parameter on the image file nodes does not
> accept ice attributes on a mesh.
>
>
>
> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel <[email protected]>:
>
> I just solved the uv part, meaning each polygon is now  covering the hole
> 0-1 UV Space.
>
> But I'm not sure it helps, I've tried all sort of indices in the render
> tree but it's not working.
>
>
>
>
>
> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos <[email protected]> wrote:
>
> What do you mean you solved the 1 picture per polygon bit?
>
> In my case you see it's a grid of the images I want. So, it's just one
> file I have to deal with. I don't know how you would do the switch for 100
> pics. For index though can't you just call an ICE Attribute in the Render
> Tree.
>
> Sorry not being much help. Didn't spent much time in the Render Tree.
>
> Cheers
>
>
>
>
>
> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <[email protected]>
> wrote:
>
> I solved the UV with a python script (attached) from  Piotrek Marczak.
> Wish I could do it in ICE...
> Now I'm fighting to have one picture per polygon index :/
> If someone has something....
>
>
>
> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos <[email protected]> wrote:
>
> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>
>
>
> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <[email protected]> wrote:
>
> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on it's index
> to fit a grid of images. insteading of having separate image files.. Can
> you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <[email protected]>
> wrote:
>
> Hi there,
>
>
>
> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>
> I'd like to have one picture applied per polygon of a polymesh. (picture0
> goes to polygon0, picture1 goes to polygon1, picture2 goes to polygon2, )
>
> - How do I set the UVs ?
>
> - How do I tell the Shader to pick one image according to the Polygon ID ?
>
>
>
> I can do it with particles, but I would like to do it with polygons.
>
>
>
> I'm sure someone already did this ...
>
>
>
> Thank you !
>
>
>
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> >>  http://probiner.xyz/
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