I've been messing with max trying to pull off some things I've been doing with proprietary particle systems, and I've run into a snag. (It's purely academic, this isn't for a deliverable.)
I have a white texture with an alpha channel as posted below. I want my particles to spawn using one of the quadrants of this texture at random, making multiple looks out of one system. Example would be using 0,0 to .5,.5 on the uv space for one particle, .5,.5 to 1,1 on another, etc etc.
I've been messing with the object mapping node but no luck thus far. How can I pull off this effect with pflow?
Do I need to instead make 4 graphics and use a multisub? I'd rather not but I'll do whatever it takes.
Thanks for looking in and for your help.