View Full Version : uvmapped strands

08 August 2007, 09:15 PM

Actually I am a bit stuck within a couple of tech-issues. I tried my best to find anwers in the archives or tutorials, but (yet) I could not find any. So I hope you folks can help me out before I spend even more days with fiddeling around without getting anything real done.
At least it would be very helpfull to know if my setup ist just screwed up/faulty or if I am trying the impossible ;)

Its one topic, but I splitted it into two questions:

1) Is it -at all- possible to apply UV-texturemaps to strandparticles in such a way that (in example) you can paint a furpattern on a UV-Texture and the strands/particles will inherit that color?
Like a tiger or a leopard pattern? IF I apply a UV texture to the strands yet, it gets UVmapped directly on the strands -themselves-. An interesting... but not desired effect.

2) ist it -at all- possible to apply a UV-texture to the particleemmiter to "comb" the strands. Actually I can apply any kind of texture (like a procedural, etc) to it, but If a UV is applied blender handles it as if it would be mapped in "Orco"-mode and not UV. Or does anyone know how to apply a weightmap to that control? That would be much more practical anway =P

Any hint is appreciated =)

Kind regards,

08 August 2007, 11:17 PM
I recommend use Jahka new particle build ( for combing and cutting. It is very flexible. It has allot of features ( but takes a little while to learn but much easier. I haven't been using the old particle system for a while but I believe in that one too it is possible to use the text to adjust the velocity or density of the particles. And I believe that color is can be adjusted with the texture of the emitter. Just did a test with 1000000 hairs(6600000 vertices) wow not bad for my little laptop with under 1gig memory. Have fun

08 August 2007, 09:31 PM
One of the reasons to change my 3D-app to blender was that I finally can work without using this (especially since Vista) unbearable windows... so a windows-only build is kinda tricky for me ;)
Anyway, my project is a long-term-shot and I can not afford to work with unofficial builds.
Any idea if and when these changes find their way into the official blender-release?

Kind regards,

08 August 2007, 10:54 PM
most likely once the new open-movie project gets going :)

08 August 2007, 01:20 AM
They are scheduled for the 'next major release' (Ie 2.50/3.0 - not 2.45). A requirement for 2.50 is the event system refactor which hasn't started yet. We are evaluating the timeline for the event system refactor currently.


08 August 2007, 12:34 PM
LetterRip -- I thought that we were doing a 2.46 release rolling in the summer of code projects and the particle/unified baking work (and Genscher's cloth if it's ready), so no one has to wait for the mythical 2.5 to get the goodies.

08 August 2007, 04:57 PM
That had been suggested but there didn't seem to be any support for that at the meeting. I suspect it will depend on 1) how long the SoC projects take to stabalize/complete 2) what lukep reports on the time/feasibility to do the event system refactor.


08 August 2007, 05:07 PM
Oh well...

So I can stop trying the impossible... I should learn to ask questions a -bit- earlier instead of wasting days of work :shrug:

In that case I really need to stick to my plan to use and (later) replace alphamodels as soon as the desired build is out. Live and learn...

Thanks for your kind replies!


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