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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. >
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