Hi cgdvs,
So you're saying that you would paint material IDs onto a texture map, and then the particle would sample that map to take its material IDs? That's an interesting idea...I've never thought of sampling material IDs from a texture before....would you expect to sample the data using UVWs saved in a particle mapping channel? Or from a nearby surface?
So you're saying that you would paint material IDs onto a texture map, and then the particle would sample that map to take its material IDs? That's an interesting idea...I've never thought of sampling material IDs from a texture before....would you expect to sample the data using UVWs saved in a particle mapping channel? Or from a nearby surface?