yep. I tried that too.

I sort of managed to get the texture to wrap using the normals + UVproject (the 
scale of the UV project was up in the 6000) but it was still not working for 
particle emitter

It’s ok. I got around it with card. 

Thanks for the suggestions!



> On 20/04/2016, at 10:24, Randy Little <randyslit...@gmail.com> wrote:
> 
> Normals maybe? Use normals node to make sure they are uniform?
> 
> On Apr 19, 2016 6:07 PM, "jean-luc" <jlaz...@gmail.com 
> <mailto:jlaz...@gmail.com>> wrote:
> Thanks Marten
> 
> I tried using the UV project node but it was still not doing what I expected 
> and I think it will be quicker to place cards in the same position and use 
> that instead.
> it’s a shame, it was so promising!
> 
> 
> 
>> On 20/04/2016, at 09:50, Marten Blumen <mar...@gmail.com 
>> <mailto:mar...@gmail.com>> wrote:
>> 
>> You're correct - that mesh will need UVs. There is a UVProject node, but 
>> getting exactly what you want may end up crashing Nuke as the 3d system is 
>> not so robust. Probably better to apply UVs in Blender, Maya, Houdini etc 
>> then use that.
>> 
>> On 20 April 2016 at 08:17, jean-luc <jlaz...@gmail.com 
>> <mailto:jlaz...@gmail.com>> wrote:
>> Hi all
>> 
>> I love the point cloud generator and especially the “bake selected group to 
>> mesh’” but I am totally confused by the behaviour of the textures on the 
>> baked mesh.
>> I want to apply a image to the mesh to control the emission rate of a 
>> particle system emiting from that mesh, but I just can’t make it happen.
>> I suspect it has something to do with the UVs of the mesh but I can’t figure 
>> out to get a texture to wrap on it.
>> 
>> 
>> I have attached a example of what I’m trying to do.
>> The switch shows how it works perfectly fine on a card but not at all on the 
>> mesh.
>> 
>> Any advice on this would be hugely appreciated :)
>> 
>> Cheers
>> Jean-Luc
>> 
>> 
>> 
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