This compound gets the vertex color values that are defined in the Vertex Color map of the object that is plugged in to this compound. Particles take on the color defined for the vertex to which they are closest.
Plug this compound's output into any Color port, such as the one on the Emit compound.
For more information, see Using Vertex Colors to Set the Particle Color [ICE Particle Simulations].
Geometry |
The object whose Vertex Color map values you want to use. This must be an object with a surface. Plug the object's Value output into this port. |
Vertex Color Map Name |
The name of the object's Vertex Color map to use (defined under the object's clusters). |
Reference |
The vertex color map Colors attribute of the object that is plugged in to the Geometry port. The syntax should be like this: .cls.UV_Cluster_AUTO.Vertex_Color.ColorsClick the Explorer button to open up an explorer for that object to select a different vertex color map and Colors attribute. |
Enable Cutoff Distance |
Toggles the activeness of the Cutoff Distance option. |
Cutoff Distance |
The maximum distance (in Softimage units) from a vertex that a particle can be in order to take on its color. |
Proximity Method |
The geometry component of the object that is used to calculate the distance for the particle: Closest Surface, Closest Vertex or Knot, or Closest Smoothed Surface. |