Blender Git Loki
Git Commits -> Revision bab94c4
September 29, 2008, 04:19 (GMT) |
Point Density texture The Point Density texture now has some additional options for how the point locations are cached. Previously it was all relative to worldspace, but there are now some other options that make things a lot more convenient for mapping the texture to Local (or Orco). Thanks to theeth for helping with the space conversions! The new Object space options allow this sort of thing to be possible - a particle system, instanced on a transformed renderable object: http://mke3.net/blender/devel/rendering/volumetrics/pd_objectspace.mov It's also a lot easier to use multiple instances, just duplicate the renderable objects and move them around. The new particle cache options are: * Emit Object space This caches the particles relative to the emitter object's coordinate space (i.e. relative to the emitter's object center). This makes it possible to map the Texture to Local or Orco easily, so you can easily move, rotate or scale the rendering object that has the Point Density texture. It's relative to the emitter's location, rotation and scale, so if the object you're rendering the texture on is aligned differently to the emitter, the results will be rotated etc. * Emit Object Location This offsets the particles to the emitter object's location in 3D space. It's similar to Emit Object Space, however the emitter object's rotation and scale are ignored. This is probably the easiest to use, since you don't need to worry about the rotation and scale of the emitter object (just the rendered object), so it's the default. * Global Space This is the same as previously, the particles are cached in global space, so to use this effectively you'll need to map the texture to Global, and have the rendered object in the right global location. |
Commit Details:
Full Hash: bab94c46e07563c65e7a1b0392d70814ddf0de28
SVN Revision: 16809
Parent Commit: 345dc8e
Lines Changed: +71, -28