sprite node in the rendertree is just a way of doing tranparency (its 
resetting the raycount on each incursion I think) - so you can get through a 
lot of transparent surfaces without increasing the raydepth. It has nothing 
helpful to offer to help with uv coordinates on particles.

particles in softimage are points - and you can give them a single UV value 
easily enough - as discussed here that will just enable you to get the 
proper color for the texture map.
certain shapes have uv coordinates built in - such as the sphere or 
rectangle - which by default will map a single image on the entire surface.
the obvious solution is to combine the single color from the underlying 
texture with a transparency map on the particle to give them some shape and 
variation - it can give you the (flawed) appearance of tearing up a surface 
into pieces - (hint: besides the uv you can also use the normal at the 
surface which will give you identical shading - very helpful!) - but its not 
gonna be a proper crop from the texture on the emitting surface.

by calculating proper UV remap values you can crop a part of an image - so 
technically your solution is there. (if you're fine with flat rectangular 
particles that is) and the link you gave seems to have solved that. With an 
ordered grid with a rectangular mapping it shouldn’t be too hard to do. 5x5 
grid - so each particle will have coords from 0-0.2 with offsets in 
multiples of 0.2 in U and V - you get the idea.

With an arbitrary polymesh surface, having an arbitrary UV set, likely with 
seams and arbitrarily sized particles, calculating those proper remap values 
is much more complex, and way above my head for sure.
In such a situation I'd rather got the route of fracturing the object, and 
instancing the individual pieces to particles - but that is quite a 
different proposition and you will hit performance problems with 100k 
particles for sure. And there is Guillaume's addon to transform polygons by 
particles - which is very nice for performance - if the shape of individual 
polygons is ok for you.

-----Original Message----- 
From: olivier jeannel
Sent: Tuesday, October 01, 2013 12:18 PM
To: softimage@listproc.autodesk.com
Subject: Re: Particle "taking uvs" from it's emitter

Damn, that's annoying...
What about the Sprite node ?
SecondReality did something
https://vimeo.com/34463159
But on  a grid (my object is 3D with a lot of particles and overlaps)

Le 01/10/2013 12:05, pete...@skynet.be a écrit :
> you're not missing something, this is totally normal.
> at any given position (location) you have a single UV coordinate (one u 
> and
> one v value) - so that will result in a single color for the whole of the
> particle.
>
> in order to get the corresponding crop from the texture, you would need 4 
> uv
> coordinates for the four corners of a grid assuming your particle is a
> rectangle - but a particle is a single point so that’s just not going to
> work. (yes - you could save 4 attributes but you can't interpolate between
> them in the rendertree)
> I guess *in theory* it could be done, by calculating proper values to 
> drive
> the UV remap in a texture node, for each particle based on it's position 
> in
> the UV set and size - and saving those in a number of attributes - - but
> this is far from trivial. And you couldn’t account for seams in the map.
>
>
> -----Original Message-----
> From: olivier jeannel
> Sent: Tuesday, October 01, 2013 11:18 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Particle "taking uvs" from it's emitter
>
> Sorry Grahame, but it's not working. I mean it just gives a a color to
> the particle, but not the piece of texture Uvs corresponding to its Emit
> Location.
> Here's a screengrab, I probably miss something :
>
> Le 30/09/2013 21:11, Grahame Fuller a écrit :
>> Plug Self.EmitLocation into the source port of a Get Data, then get
>> cls.Texture_Coordinates_AUTO.Texture_Projection.UVs.
>>
>> gray
>
>
>
>
>
>
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