Re: particle volume texture coordinates??

Date : Tue, 28 Feb 2006 16:35:38 +0000
To : XSI(at)Softimage.COM
From : "Alan Jones" <skyphyr(at)gmail.com>
Subject : Re: particle volume texture coordinates??
Hi Rob,

You can use a vector state node with intersection point, but this only gives you world space co-ordinates. I'd need to implement something to provide individual co-ordinates per particle for textures.

Cheers,

Alan.

On 2/27/06, tekano <bob(at)tekano.co.uk> wrote:
im sorry phil, which website? Alan's website, here
http://binaryiris.com/main/?id=GenieTail or another one?

the genietail page has no examples or instructions on how to get texture
UV info into the particle volume all it says is this:-

'colorDensity: This alters the density of the cloud - multiplying each
step by it's value. It is sampled at each point so can be used to add
texture within the volume of the cloud.'

if i plug an overall green image into the color density input of the
shader, the color density *does* go greenish, but if I plug a
multicolored image into the color density I get some kind of average of
all the pixels colors.  I would like to know where is the pixel xy info
applied in relation to the volume of the cloud? can I apply UV's or use
Cloud local space? I'd like some way of applying a new texture that
covers the whole of the cloud to vary the density.

cheers


phil harbath wrote:
> on the website.
>

---
Unsubscribe? Mail Majordomo(at)Softimage.COM with the following text in body:
unsubscribe xsi


Search the XSI List archives here or use the advanced search form to search across mailing lists. Searching help is available.
This site supposedly brought to you by Benjamin Grosser and the Imaging Technology Group.