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Use texture to drive Bifrost scatter

Message 1 of 8
867 Views, 7 Replies

Use texture to drive Bifrost scatter


Sorry if this has been asked before, but how do i use a texture to drive my bifrost scattering?

It's the same as the example in the bifrost 2.1 presentation, i have a terrain from gaea and i want to use the flow data to drive the scatter

I know i have to connect something to the weight in the scatter points node, but how do i get the texture data in the graph for this?

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Message 2 of 8

You have to use vertexcolors. Bifrost does not support textures yet. 

Message 3 of 8
in reply to: overalgu

I see, is there a way to project a texture into vertex colors? They used a texture to drive scatter in this presentation

Message 4 of 8
in reply to: overalgu

at 4:30 in this video:


Shows you how to do it.




Message 5 of 8
in reply to: JMM71

Thanks! This is it

Message 6 of 8

If i find time i will add that nice trick to my video series. Thanks Jason.

Message 7 of 8

It works as a workaround, but you have limitations such as not being able to color correct the map, hoping in the next update we will have full support for file textures in the graph

Message 8 of 8
in reply to: overalgu

I have a pythonic method for doing it too - doesn't solve the colour correction issues, but does make it easier to bring in and store multiple textures ...

details here:

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