borisb2
12-14-2009, 09:07 AM
The colorAtPoint-command seems to just read the specified texture but not it's input-nodes (what's plugged into ColorGain for example). That is too bad.
The idea is to use texture-based emission from surfaces. Unfortunately to direct plug the texture into the Emitter (as supposed) is even worse. The Emitter node won't read ocean as well as shader-networks. With the colorAtPoint method (killing all particles with lifeSpanPP=0 for all particles below a certain value) I at least can use ocean textures etc.
Is there any trick or workaround for that?
Thanks
The idea is to use texture-based emission from surfaces. Unfortunately to direct plug the texture into the Emitter (as supposed) is even worse. The Emitter node won't read ocean as well as shader-networks. With the colorAtPoint method (killing all particles with lifeSpanPP=0 for all particles below a certain value) I at least can use ocean textures etc.
Is there any trick or workaround for that?
Thanks
