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JarasM
06-17-2011, 10:49 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?

JarasM
06-21-2011, 02:34 PM
Well, I'll doublepost, but I managed on my own. I did not find a way to acquire the texel color, but I stumbled upon vertex color maps in Object Mapping and it seems to be just the thing I needed (actually even better, seeing as how it's easy to use the Vertex Color modifier).

For the curious, here's the effect so far:
http://gyazo.com/91562d10111d8f457006a0fadd80323b.png

from a scene looking like so:
http://gyazo.com/bd25e0815e4dfe710f06c8a9b8f41e14.png

It's quite oily, if I'd say so myself :arteest:

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