if you want to swim through a spatial noise:
vector state (set to 'intersection point') --> uv edit (uncheck the swap
checkboxes) --> coordinate input on any of the texture generators, eg
fractal.
-----Original Message-----
From: Christian Keller
Sent: Tuesday, May 22, 2012 6:17 PM
To: softimage@listproc.autodesk.com
Subject: Re: Procedural textures on particles
use the per cloud input in the particle density node and uncheck unique
per particle in the text coord tab
Am 22.05.2012 17:53, schrieb Andy Moorer:
Hey folks, I'm playing around with a simple particle system to which I've
applied a material with a procedural texture (simple noise.)
The result is a bunch of particles textured identically, the space sampled
being local to each particle. In this case I would rather have each
particle "swim" through the spatial noise, their global position used,
rather than local. Is there a way to go about this?
--
christian keller
visual effects|direction
m +49 179 69 36 248
f +49 40 386 835 33
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