I am trying to display a series of PNGs on a particle network. I was able to do it very easily with particle gpu, but now I want to use the regular particle sop so I can interact with metaballs attached to a kinect.
I cannot for the life of me find a tutorial to help me attach a texture 3D to the particle sop, can someone help me? I’ve included the project file, 3 pngs which the network will look for upon boot, and even a kinect recording should u need it.
You would need to use texture instancing to accomplish this, I recommend looking into the wiki, it has some info. Also check the OP snippets, there’s a texture instancing example.
If you’re just using the particles as positional data, then yeah it shouldn’t be an issue. The particle stuff happens in SOPs, while the texture instancing will be in the Geo COMP
Ok so I got close, but I can’t figure out how to solve the texture index. I have a couple channels extracted from the particles, such as lifespan and age, but none of them work just right.
The pngs switch multiple times on the particles. Or, I only get the first 3 or so particles to appear (there are about thirty in the system)
i assume that every generated particle should use it’s own texture.
For that reason, enable the parameter “Add Particle ID” on the Particles parameter page of the particles SOP.
Next, as you only have 3 textures but many more particles, you need to loop the particle id to just access the 3 texture slices in the 2D Texture Array. For that use a SOPTo CHOP and in the “Attribute Scope” parameter type id. Append a Limit CHOP and with the “Type” parameter set to Loop and “Min” / “Max” set to 0 and 3 this will get you a channel that can now be used in “W” parameter of the “Texture Coord” Instancing section.
To actually render rectangles, you will have to use a Rectangle SOP instead of a Rectangle TOP in your geo1 component.
Attached a small example.