Filter by Texture Map

 
 
 

This compound reduces the number of particles that are emitted based on the luminance (brightness) values (using an image or sequence) of a texture map on the emitter object: the darker the area of the texture map, the more particles are blocked from being emitted.

Make sure to first create a texture map for the emitter object (Get Property Texture Map).

Plug this compound's Execute on Emit output into an Execute on Emit port of the Emit compound or into a port on the ICETree node. If you do the latter, the emission is updated at each frame.

For more information, see Filtering Particles Based on a Texture Map [ICE Particle Simulations].

Tasks: Particles/Emission Control

Output Ports: Execute_on_Emit

Reference

The name of the texture map on the emitter.

Click the Explorer button in this property editor to select a texture map from the list that appears, or click the Pick button and pick a texture map from another explorer. If you pick the texture map, make sure to remove the object name from the string so that only the texture map name is displayed in the text box.

Invert

Inverts the texture map's values so that particles are emitted from the inverse areas of the texture map.