what you can do is write a particle event which fills the UV coords into custom attributes....
pseudocoded like this:
if custom attribute is not set then
save my current uvs into attribute
otherwise
overwrite my current uvs with the ones in the custom attribute
cheers
-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On Behalf Of Luc Froelicher
Sent: Friday, June 23, 2006 7:13 AM
To: XSI(at)Softimage.COM
Subject: Re: Texture projection onto particles
http://www.sukio.de/resources/vector_screen_converter/
adrian a écrit :
> you can use screen space with a texture space generator and an image
> lookup, but it doesn't 'stick' to the particles
>
> didnt someone release something that did this last year?
>
> Holger? Helge? anyone?
>
> a
> ----- Original Message ----- From: "Alan Jones" <skyphyr(at)gmail.com>
> To: <XSI(at)Softimage.COM>
> Sent: Friday, June 23, 2006 11:22 AM
> Subject: Re: Texture projection onto particles
>
>
>> I can't remember what the neat solution was - you might be able to
>> rendertree the particle shader to use a texture projection generator
>> - or if that doesn't work (assuming it's the same camera you're
>> rendering from) you could just render your particles white and
>> multiply it in post.
>>
>> Cheers,
>>
>> Alan.
>>
>> On 6/23/06, Adam Seeley <adam.seeley(at)clearpost.co.uk> wrote:
>>> Hi All,
>>>
>>> I think remember this being discussed but not what the conclusion was.
>>>
>>> I would like to (camera) project a texture onto a particle cloud but
>>> xsi doesn't seem to allow me to apply texture coords to the cloud.
>>>
>>> I don't need the texture to stick to individual particles or the
>>> cloud, I just want them to be able to move underneath the texture.
>>>
>>> Is there a workaround for this?
>>>
>>> Many thanks,
>>>
>>> Adam.
>>>
>>>
>>>
>>>
>>>
>>>
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