Retain Object space mapping on particle instances?
#1
First off - thank you for the open beta, and for all the effort!

I've set up a very simple scene, filling up a container with multiple objects. The objects use procedural textures mapped in object space, one of the textures is stretched in one axis.
When rendering the geometry, all of these objects seem to use the same object space, so this one texture is stretched in the same direction on ALL particles, although they all should be rotated differently.
Same setup was working fine in Pflow, object space was correctly retained on all particles, that's why I think I must've missed a simple thing. I guess it's a simple checkbox or an operator option somewhere but can't find anything?

Btw, I'm rendering with Corona if that makes any difference. 
Thanks in advance!

So I see it works when I export the particles to objects, in this case their orientation is kept and they render correctly with each particle's map having a different orientation... however, it means I'd need to carry along a lot of geometry with the scene (cache is at 4GB)... I hope there's a simple solution.
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#2
So is there any way to make maps in object mapping space 'stick' to geometry instances? The workaround to export geometry is doable for stills only, for animations it's a deal braker, unfortunately.
Let me know if you need an example setup.

BTW the plugin is pure fun to work with Wink
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#3
tyFlow is a single object so it doesn't make sense that you could have per-particle object mapping.

PFlow could probably do it because I think it has options to split out particles into separate objects in its Render operator.
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#4
I see, thank you. However, isn't this quite a limitation? Imagine a case where you need to fill a volume or a space with different objects, in that case users would want to keep mapping intact instead of having one material displayed on the entire tyFlow object.
I wonder though, it works when exporting to geometry, it's only not respecting mapping as long as it's native tyFlow output, which makes me think it's all there internally.

I'd really love this being supported since tyFlow is quite a beast and I would just love to use this without the current limitation. It works for stills with some manual work but it makes such a setup unusable for animations.
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#5
You can have per-particle materials, using matIDs and multi/sub materials.

You just can't have per-particle object mapping.
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#6
Yeah, sorry, object space mapping is what I had in mind. Procedural maps are so useful and have some advantages over UV mapping, that's why I thought I must've missed an option somewhere. I guess that means you have no intention of supporting them in the future, fair enough.
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