PDA

View Full Version : colorAt Point for emission


borisb2
12-14-2009, 10:07 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

Htogrom
12-14-2009, 10:47 AM
There's plugin called Stroika.

It has sampler emitter. You can sample shading network, really useful for disintegration

Cheesestraws
12-14-2009, 10:54 AM
Bake the textures?

borisb2
12-14-2009, 12:29 PM
sure baking would work, but I wanted to keep it procedural

I'll definitly have a look into stroika .. thanks for that

Cheers

borisb2
12-14-2009, 02:44 PM
uups .. that plugin is 300.- USD .. and it's stating just for Maya 2008 so far

Has anyone used it for 2009/10 ?

CGTalk Moderation
12-14-2009, 02:44 PM
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.