… meaning, I want to have a different image on each particle ot point.
in T107 you’d use stamping and the copy SOP to get this effect but I ave not figured out how to acieve this in t068
anybody?
Rod.
… meaning, I want to have a different image on each particle ot point.
in T107 you’d use stamping and the copy SOP to get this effect but I ave not figured out how to acieve this in t068
anybody?
Rod.
Currently there is no built-in way to do this. I’m sure it’ll be added in the future though.
In the meantime it’s very easy to do this using a GLSL MAT. Let me know if you are interested in that and I’ll try to help you write the shader (do you know any GLSL yet?)
Hey Rod/Malcom,
Did you guys ever arrive at a conclusion with the GLSL MAT for this? I would be interested in it if ya did!
Thanks,
Jeffers
HI Jeffers…
This is something I was messing with that might point the way to one solution…
I’m not using point sprites here because I want to use geometry finally but this might be modified to use sprites instead. As you probably found, using switching and stamping with the material SOP does not bring happiness, so I used lots of different geometry containers, each with a select SOP inside. Then I use a Delete SOP to to get just one point from the master geometry in each geo container. That lets me assign a different material to each point.
If you had image files numbered sequentially in a directory, they could be applied to movie-in TOPs using $OD in the filename.
Rod.
Rod_multi_image_points.toe (11.6 KB)
is this still the best way to do this? have been trying to figure this out as well… both how to have a particle system pull from multiple point sprites (or a folder of jpgs to be exact)… and to have a particles system made up of multiple geos
when i was trying to figure it out initially the janky idea i had was to have a particle system that i feed into geo instancing for their x/y/z/normals, but feed the even particles to one geo and the odd particles to a second geo. there’s got to be a better way…
I’m bumping this one too.
It should be possible to do it very nicely using a glsl MAT to get the textures from a texture3D TOP and apply them to instances. has anyone done this?
I’m still intimidated by GLSL but working up the courage to dive in. for now, I’d rather just copy and paste someone else’s shaders.
rod.
Hey Guys,
Yes, I’ve been using this technique quite a bit, though I typically use it to animate the point sprites, I have also done it to give each one a unique look. Texture 3D is the way to go, and then using an ID or some other lookup to dive into 3d texure by altering the w component of your texture coordinate. This is also an option in instancing.
I’ll try and see what stuff I’ve got that may be cleaned up enough to utilize, but its pretty simple stuff. A good place that I’ve used to work on point sprite shaders is vincent’s post here:
viewtopic.php?f=4&t=2453
The point sprite shader in there I believe is basically the normal touch point sprite shader broken into vertex and fragment shaders with some point id/instancing stuff built in. It’s pretty simple to add a texture 3D lookup in there. The tricky part is the W extend mode can be annoying since you go “down” through the texture from 0 to -1 I believe.
Other piece of the equation is creating the 3d texture by pre-filling it with a movie file or image sequence.
Will try and find something postable for peeps!
-Peter
Using a 2D Texture Array may be easier to work with than a 3D Texture.