Hi,
i'm using Pflow to create a grid of little cubes, created distributing cubes on vertices of a plane. The problem is how to map these cubes. There's the possibility to map them with a unique bitmap or I have to create a texture for each cube? I'm using a mesher compund object now, but when cubes rotate the uv doesn't follow the rotation...
Any suggestion?
Thx in advance...
Yes it's possible and it's not too difficult. Let me go through the general workflow
-Create a box and apply whatever UV corrdinates you desire
-In the Material Editor, create a Multi/Sub-Object material and set the number of materials to the desired number of different bitmaps you want. I set it to 5 in my example.
-Create the a PFlow source
-The main things you need to alter are the following:
-Replace the Shape operator with a Shape Instance. Set the "Geometry Object" to the cube you created in the first step
-Also ensure that you check the "Acquire Mapping" box so that it will use the UV mapping on the cube
-Add a "Material Static" operator. Instance the material you made into this
-Enable "Assign Material ID, Show In Viewport"
-Chose whether you want the sub materials to cycle in order or be set randomly
-Set the # of sub-materials to the amount you created in your material. 5 again in my case
That should do it. Feel free to ask any questions.
Thx Ben...
in this way all seem to be ok... and it works for sure...
My question was a little bit different...
It is possible to map the cubes with a unique texture for all the cubes? My goal is to have a grid of little cubes mapped with one big texture... Otherwise I will split the texture... but with high number of particles generated it can be very long process... If the question is not clear I will post a screenshot soon...
Mapping problem risolved with ben suggestion... I've created multimat with 66 sub materials and applied a bitmap texture for each cube...
Now another strange problem: when I render my sequence an undefinied number of frames is rotated... as you see in attachments...
I'm really supresid of this... I cannot figure where's the problem...
Rendering from the same computer or through a render farm?
To be honest I'm kinda surprised to at the rotation. Assuming that you're rendering from a camera, are there any keyframes on that camera?
Also is the scene really large or placed far from the centre of the world?
quite strange I admit... resolved when i moved to my workstation... the problem was only on my laptop...