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Particle system + Material distribution by texture

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  • Particle system + Material distribution by texture

    When using a particle system I know you can randomize colors / materials using the workflow as in https://github.com/bdancer/blender-for-vray/issues/30

    However, is there also a way to drive the material distribution for the particles using a texture, e.g. a checker procedural or image texture, mapped onto the emitter object or by using world coordinates?
    Example: making batches of brownish grass in a lawn (which are not completely random but rather localized).

    I guess you could achieve the effect using multiple particle systems and driving density using image textures, but that is quite cumbersome. Is there a way using material nodes for that instead?

  • #2
    I'm not sure if it's possible; Blender simply returns me an object list from particles, but I'll think of a possible workaround...
    V-Ray For Houdini | V-Ray Hydra Delegate | VRayScene
    andrei.izrantcev@chaos.com
    Support Request

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    • #3
      That would be really great!
      In Cycles it does seem to work, at least to use the location of the particles. Here is an example of using a simple tresholded gradient which governs material distribution. See attached images for render and corresponding nodes.

      Click image for larger version

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      Click image for larger version

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