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How could I controll the emission of particles in mesh emitter with a greyscale map?
I've a project were I neeed to generate something like a power overflowing from my char. The power should be living the body from some spots designated by a grayscale map.I've a superfitial idea of wat should I do, like make a test in the grayscale and the position of the vertex in the uv layout, but does enyone know how could I exactly get the UV to test it?
I'd wager the easiest way to do this would involve some extra mesh data. Have a separate mesh from which particles will emit, perhaps even pointing the normals of these extra faces in the desired outflow direction. Then emit from the verts or faces of that mesh.
What you're asking for might be possible via some combination of the $$anonymous$$esh and Texture APIs, but frankly that sounds like serious overkill versus a little extra mesh data.