Using a bitmap seq as individual texture for each particle
#2
Use a tyBitmap which loads your various textures as an image sequence.

Then use Custom Properties/Mapping or Script operators, depending on your needs, in your flow to define different frames from the sequence that each particle should acquire. By not animating the frame values on the particles, they'll keep the same texmap over time. Using this method you can randomize which map a given particle will get. See the tyBitmap docs for more info.
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RE: Using a bitmap seq as individual texture for each particle - by tyFlow - 12-20-2019, 04:22 PM

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