December 2012

Using an animated map to define particle goals in Softimage

There’s a slight difference depending on what map you’re using. A texture map is essentially an image file connected to an object, and as such you need to tell ICE what to do with this information before you can make use of it. First you need to convert the RGB color of the image to a scalar value and store this information as a custom attribute. Weightmaps on the other hand are already stored as scalar values, and as such you can skip the first step and use its Weights attribute directly in step 2. Start by opening the scene Goal_using_TextureMap.scn. 

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