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?
Sorry, I replied privately. Sending again for the archives...
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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.
 
You should start from a Texture Generator to build your "global" projection. That is because there is no way to project a texture on a Cloud.
Then it's all about offsetting the projection translation & scaling accoding to each particles' initial position (UV offset).
You can pass this per-particle offset via the UVW state mentioned yesterday.
 
I tried very quick the particle shader seems open to such manipulations wich was my main concern ;)
Also keep in mind that it's possibly easier to do with simple XY projections and that if you're going to "spherical-map" from a small portion of a big map, you probably won't get perfect results...
 
Anyways, hope you're not too rushed! I might give it a try tonight, I'll let you know
Cheers,
Vincent


On 9/30/05, Sean Dunn <sean(at)troublemakerstudios.com> wrote:

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

 

 



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