Hey Rob,
Thank's buddy !
That's what I had, except for the Transform node that finally I didn't use (tryed to get an rotation or an invert rotation, but the result was "less" good.
Can you tell me how you're using it ?
Also,

I directly plugged the Vector Attribute, no Vector-Vector, can you tell me your settings for this Vector-Vector ?

And also,

I used direct shape "circle" so that I couldn't visualy see the Uvs, your solution is better.

I'll try to post something. In my result it was almost good, except the texture was average aligned, with sometimes un exact offset. But the result was ok enough...

My main problem beeing I have to jump from pictures to pictures almost on a day basis, leaving little time for Ice developpement :(

Thanks again for your precious help !

Olivier


Le 02/10/2013 00:56, Rob Chapman a écrit :
eet is not 12 oclock yet oiu?

http://24.media.tumblr.com/51cf2f589b534889e475b4ec17149432/tumblr_mu0i6qchOr1r3czqwo1_1280.jpg

:) I think Graham was right but you also have to use instances with a texture UV but also shares the same material as the pointcloud and has access to the attribute..

any way I had a fiddle and kind of got there by scaling and offsetting the UV's on the instance object


On 1 October 2013 14:21, olivier jeannel <olivier.jean...@noos.fr <mailto:olivier.jean...@noos.fr>> wrote:

    I've tried, but no luck (yes using the Edit_Uvs node) I thought I
    could
    invert the rotation (like an invert Matrix) before, but, nope. Got
    Less
    good result. I'm sure it's possible, I'm 2 fingers from it... ^^

    I hope some one will show the good graph someday, there's a good
    way to
    do it that's sure.
    Could save a graphist, but nowaday all the attention is focussed on
    pandas...

    Le 01/10/2013 15:10, pete...@skynet.be <mailto:pete...@skynet.be>
    a écrit :
    > perhaps (just perhaps) you can get there with the edit_UVs node
    - it does
    > allow to rotate UVs.
    > so maybe if you rotate the UVs first (based on particle
    rotation), and then
    > give them the scaling and translation offset ?
    > rotating afterwards sounds more tricky with the offset and all
    >
    > -----Original Message-----
    > From: olivier jeannel
    > Sent: Tuesday, October 01, 2013 1:43 PM
    > To: softimage@listproc.autodesk.com
    <mailto:softimage@listproc.autodesk.com>
    > Subject: Re: Particle "taking uvs" from it's emitter
    >
    > Just copying his rendertree and using the "my-Uvs" as Offset gives
    > promising results.
    > Now I just need something to correct my orientation : it's super in
    > facing X axis particles, but mines need to have some oriention...
    >
    >
    > Le 01/10/2013 13:11, pete...@skynet.be
    <mailto:pete...@skynet.be> a écrit :
    >> 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
    <mailto: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
    <mailto: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
    <mailto: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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