Get Texture Map Color

 
 
 

This compound gets the color values that are defined in the Texture Map of the object that is plugged in to this compound. Particles take on the color defined for the object's vertex to which they are closest.

The texture map could be on the particle emitter, a collision object, an object to which the particles are sticking, an object on which the particles are sliding, a goal object, or any object whose texture map you want to use.

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

Plug this compound's output into any Color port, such as the one on the Emit compound.

For more information, see Using a Texture Map to Set the Particle Color [ICE Particle Simulations].

Tasks: Particles/Getters

Output Ports: Color

Select Location

The surface location at which the particles take on the texture map values: Emit Location, Collision Location, Stick Location, Slide Location, Goal Location, or Input Location.

See Particle Surface Interaction Attributes [ICE Particle Simulations] for more information on these locations.

Texture Map Reference

The name of the texture map on the object from which you are setting the location.

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.

Input Location

If you selected Input Location as the Select Location, you must plug in the Location data from a surface object into this port.

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