Re: possible to set and keep UVs on particle blobs?
| Date : Fri, 30 Sep 2005 12:32:00 -0400 |
| To : XSI(at)Softimage.COM |
| From : Vince Fortin <vfortin(at)gmail.com> |
| Subject : Re: possible to set and keep UVs on particle blobs? |
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Yes I think so. Then again I'm not an expert but you can do a lot of cool stuff in the rendertree.
Yeah, I meant projecting, freezing the UVs, and then letting the sim continue, so it warps the texture via the blobs moving. Mighty useful for various gooey effects. Does that sounds possible given the current particle situation?
Sean
From: Vince Fortin [mailto:vfortin(at)gmail.com]
Sent: Thursday, September 29, 2005 9:04 PM
To: XSI(at)Softimage.COM
Subject: Re: possible to set and keep UVs on particle blobs?
Hi Sean,
This stuff confuses me quite a bit but I have just tried the different projection methods in the blob shader and they seem to stick perfectly to them.
Or do you mean projecting a texture over the cloud and freezing each particle UVs?
If you're going to script the UVs, you should be able to take them into the rendertree with Particle>Get Vector>UVW. No custom attributes just yet I'm afraid :(
I'd be interested to know what you come up with.
Vincent
On 9/29/05, Sean Dunn <sean(at)troublemakerstudios.com> wrote:
Hey all,
I want to map a texture onto blobs, and then have the texture stay attached to the blobs as they move in the sim.. I doubt XSI supports this (I know realflow does), and I can't find it in the documentation, but thought someone might have a proven workaround they'd like to share.
An idea I had was to set a per-particle custom parameter (initialUV) that I could set for each particle with a script based on initial state position.. But I can't figure out how to get this info from the particle in the render tree to do the proper math.
Sean
- References:
- RE: possible to set and keep UVs on particle blobs?
- From: "Sean Dunn" <sean(at)troublemakerstudios.com>
- RE: possible to set and keep UVs on particle blobs?
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