Re: Particle instances Look-up UV

2013-04-11 Thread olivier jeannel

Hey Gustavo,
I'm going to try your approach. Never manipulated uvs in ice before :)

Hey Leonard,
This is far beyond what I know :) Would use some already made compound 
in that case :)


Thank you guys, this should keep me busy this afternoon, I'll let you know.


Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit :

Ps, not all renders support Projection and Image Lookup nodes :(


2013/4/11 Gustavo Eggert Boehs gustav...@gmail.com 
mailto:gustav...@gmail.com


Hi Olivier,
Leonards approach sounds very good and not much complicated...
Still I was intrigued to see if what you suggested was possible,
and it is if you do some magic in the render tree.
What you need to do is get closest location on the projection you
want to evaluate and store this values as a ICE attribute, like
UVoffset, for example. Then in the render tree get a image lookup
node, so you can roll your own texture projection, bring in the
ICE attribute you created, and the original UVs of your particles
(with Projeciton Lookup Node). Basically what you need to do then
is to rescale your projection so it matches the world size of your
particles, and add the pre-calculated offset. Hope it makes sense,
here are some images...






--
Gustavo E Boehs
http://www.gustavoeb.com.br/blog




Re: Particle instances Look-up UV

2013-04-11 Thread Gustavo Eggert Boehs
Thinking more deeply about it, my approach can become quite a bit more
complicated when you throw rotations in the mix, plus there is the 3rd
party renderer limitation I later warned about... so in the end, Leonards
approach might be the most fail safe one...


2013/4/11 olivier jeannel olivier.jean...@noos.fr

  Hey Gustavo,
 I'm going to try your approach. Never manipulated uvs in ice before :)

 Hey Leonard,
 This is far beyond what I know :) Would use some already made compound in
 that case :)

 Thank you guys, this should keep me busy this afternoon, I'll let you know.


 Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit :

 Ps, not all renders support Projection and Image Lookup nodes :(


 2013/4/11 Gustavo Eggert Boehs gustav...@gmail.com

 Hi Olivier,
 Leonards approach sounds very good and not much complicated... Still I
 was intrigued to see if what you suggested was possible, and it is if you
 do some magic in the render tree.
  What you need to do is get closest location on the projection you want
 to evaluate and store this values as a ICE attribute, like UVoffset, for
 example. Then in the render tree get a image lookup node, so you can roll
 your own texture projection, bring in the ICE attribute you created, and
 the original UVs of your particles (with Projeciton Lookup Node). Basically
 what you need to do then is to rescale your projection so it matches the
 world size of your particles, and add the pre-calculated offset. Hope it
 makes sense, here are some images...






  --
 Gustavo E Boehs
 http://www.gustavoeb.com.br/blog





-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: Particle instances Look-up UV

2013-04-11 Thread olivier jeannel

Hey Leonard !
That's very kind of you :)
I managed to do something. It's on stanby for today, need some more info 
on that project atm.

I'll re-drop a mail here if I need some more help :)
Anyway, thanks both you and Gustavo :)

Olivier


Le 11/04/2013 18:16, Leonard Koch a écrit :

If you end up having trouble down the line, just contact me.
I'm sure we can get together on Skype or over email and hash something 
out that works for you.



On Thu, Apr 11, 2013 at 6:05 PM, olivier jeannel 
olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote:


That's the conclusion i'm coming to.
I can't find a way to counter rotate the particles Projection
look up.

Not tried Leonard's approach yet. Makes me a bit nervous to
generate geometry... I liked the idea to stick to particles ^^


11/04/2013 17:10, Gustavo Eggert Boehs a écrit :

Thinking more deeply about it, my approach can become quite a bit
more complicated when you throw rotations in the mix, plus there
is the 3rd party renderer limitation I later warned about... so
in the end, Leonards approach might be the most fail safe one...


2013/4/11 olivier jeannel olivier.jean...@noos.fr
mailto:olivier.jean...@noos.fr

Hey Gustavo,
I'm going to try your approach. Never manipulated uvs in ice
before :)

Hey Leonard,
This is far beyond what I know :) Would use some already made
compound in that case :)

Thank you guys, this should keep me busy this afternoon, I'll
let you know.


Le 11/04/2013 14:57, Gustavo Eggert Boehs a écrit :

Ps, not all renders support Projection and Image Lookup nodes :(


2013/4/11 Gustavo Eggert Boehs gustav...@gmail.com
mailto:gustav...@gmail.com

Hi Olivier,
Leonards approach sounds very good and not much
complicated... Still I was intrigued to see if what you
suggested was possible, and it is if you do some magic
in the render tree.
What you need to do is get closest location on the
projection you want to evaluate and store this values as
a ICE attribute, like UVoffset, for example. Then in the
render tree get a image lookup node, so you can roll
your own texture projection, bring in the ICE attribute
you created, and the original UVs of your particles
(with Projeciton Lookup Node). Basically what you need
to do then is to rescale your projection so it matches
the world size of your particles, and add the
pre-calculated offset. Hope it makes sense, here are
some images...






-- 
Gustavo E Boehs

http://www.gustavoeb.com.br/blog





-- 
Gustavo E Boehs

http://www.gustavoeb.com.br/blog