JarasM
06-17-2011, 09:49 PM
Hi guys. I'm trying to emit particles on a surface with Shape Facing. They all have a static material with an opacity map, so, basically, I make fluffy geometry (right now it looks like so http://gyazo.com/bead5732fd2de4e8bee0cbc0b2e6bd6e.png ).
What I'm trying to do now is set the diffuse color on every particle based on the texture color of the emitter surface underneath (I'm actually trying to imitate brush strokes, to get a kind of impressionist painting-like look) or, somehow, blend the color and the material to keep the opacity map. I tried looking into this script http://www.scriptspot.com/bobo/mxs5/pflow/pflow__inherit_UV.htm as well as experimenting with Mapping Object, but so far these don't seem to help much, as they rely on having the same material on both the particles and the surface (not to mention the script operates on 3D particles, when mine are flat).
Is there a way to do this in PF Box #1?
What I'm trying to do now is set the diffuse color on every particle based on the texture color of the emitter surface underneath (I'm actually trying to imitate brush strokes, to get a kind of impressionist painting-like look) or, somehow, blend the color and the material to keep the opacity map. I tried looking into this script http://www.scriptspot.com/bobo/mxs5/pflow/pflow__inherit_UV.htm as well as experimenting with Mapping Object, but so far these don't seem to help much, as they rely on having the same material on both the particles and the surface (not to mention the script operates on 3D particles, when mine are flat).
Is there a way to do this in PF Box #1?
