:surprised hi everyone, im testing with particle goal, i want to drive it base in textur,
how can be this possible???
particles goal base in texture??
hi guys i have found this expresion
float $goalU=parentU;
float $goalV=parentV;vector $color =
colorAtPoint -u $goalU -v $goalV file1;while ($color.x < 0.5 || $color.y < 0.5 || $color.z < 0.5)
{$goalU = rand (0,1);
$goalV = rand (0,1);
$color =colorAtPoint -u $goalU -v $goalV file1;}
goalU=$goalU;
goalV=$goalV;
this work fine, but makes the simulacion SUPERRRR SLOWWWWWW a sometime maya crash , have anybody an idea or other methodd for PARTICLE GOALS BY TEXTURE???
If the texture is static, then the expression should be a creation expression. If it’s a runtime before/after dynamics expression, it will evaluate super slow.
Is this set as a per particle expression?
hi @VB2341 : this is runing this in creation, about the texture yeap is animated, and i wanted the goal must be by texture appearing, but is SUPERR SLOWWW :S
This is achievable with SOuP through per vertex values from the texture and transferring those values over the particles. Not sure how much quicker it would be than the expression, I would guess quite a bit faster.
@Aikiman: thanx aikiman , i have nerver use soup jajaja, i will looking for some information about that, but there is a way to make this procedural in maya ? btw i will try with soup
I’m not really sure what your end goal is for this project, but If you are using the parentU,V attrs, I"m assuming you are emitting particles from the surface you are goaling to. In that case you could emit particles from your texture and then goal them to their parent UVs. That would achieve the same thing with much less calculation.
@Calibrix : well men im not emitting from the surface im goaling, once the particles goal one object by textur then i need to goal again to other obect by textur with the same particles.
what i trying to do is form one object by particles, and then tranforms that obect/particles to to ther object
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