oskr Posted October 17, 2014 Share Posted October 17, 2014 (edited) Hi guys, anyone can help me how can I emit particles from an animate texture? Thanks Edited October 17, 2014 by oskr Quote Link to comment Share on other sites More sharing options...
gui Posted October 17, 2014 Share Posted October 17, 2014 Hi, in vops, drop a "bind" node, set the attribute name to "uv" (I hope u have uvs on the geometry), change from "float" to "vector". Then, conect the output of the bind node to the "vector to float" node, and the first 2 outputs of the last node, in the "s" and "t" inputs of the "texture" node. The color output of the texture you can conect to the color output of the vop. Now you can use the "$CR", "$CG", "$CB" expressions to get the rgb values of the texture. Try this and if you get stuck, I will drop a hip file later. Quote Link to comment Share on other sites More sharing options...
Georgie Posted October 17, 2014 Share Posted October 17, 2014 This should do the trick for you :3 Replace the sequence in the VopSop with your own. Cheers animatedTex.hipnc Quote Link to comment Share on other sites More sharing options...
pbarua Posted October 18, 2014 Share Posted October 18, 2014 First of all you need to bring that animated texture color to source geometry point using "colormap" in "vopsop". Then group points based on color. Then use that group in source group parameter of "POPSorce". That's all. Quote Link to comment Share on other sites More sharing options...
pbarua Posted October 18, 2014 Share Posted October 18, 2014 You can also use "AttribWrangle" to keep emitter points (colored )only. This way you need not use group in "POPSource". if (@Cd.x < random(@ptnum+1000*@Frame)) { removepoint(0, @ptnum); } Quote Link to comment Share on other sites More sharing options...
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