The Mapping rollout
determines how particles are mapped. To use mapping with particle
seeds, add a Material operator to the event, and assign a material
that has mapping.
ImportantTo have these settings
affect the particle seeds, set these parameters before you create
the seeds. Changing the parameter values after creating particle
seeds has no effect on existing seeds' mapping.
- Acquire Sub-Material Index
Causes each particle
seed to acquire the sub-material index (Material ID) of the nearest
point of the surface painted.
- Generate Mapping Coords.
Creates mapping coordinates
for each particle seed according to the Type selection. If you use
this option, do not use a Mapping operator with the Birth Paint
or Placement Paint operator, because doing so will override the
mapping generated by the Particle Paint helper.
- Assign To Mapping Channels
Defines the mapping channels
to which mapping values are assigned. You can choose more than one
channel for assignment. Available only when Generate Mapping Coords.
Lets you specify how Particle
Paint assigns mapping to particles. These mapping types work with
numeric parameters to set mapping on particle seeds. For example,
with a planar map the bottom-left corner has UVW values of 0,0,0,
while the top-right corner has UVW values of 1,1,0. These mapping
types correlate these values to the stroke.
- Stroke DependentSpreads
mapping values from the Start Value to the End Value over the course
of the stroke. The first particle in the stroke receives the Start
Value, the last particle of the stroke receives the End Value, and
intervening particles receive values interpolated between the two.
The same value is assigned to U, V, and W.
- Time DependentAssigns
mapping values according to time. The first particle in the stroke
is given the Start Value, and the timing of each successive particle
(in relation to the first particle) receives an incremented value
according to the Offset p/Sec parameter and the number of seconds
elapsed. For example, if Offset p/Sec is 0.25 (the default value),
then a four-second stroke covers the 0-1 range of UV mapping values.
- Index DependentAssigns
mapping values incrementally regardless of the stroke time. The
first particle in the stroke is given the Start Value, and each
successive mapping value increments by the Offset p/Particle value.
For example, if Offset p/Particle is 0.01 (the default value) and
a stroke has 101 particles, then particles in the stroke receive the
incremental mapping values 0.0, 0.01, 0.02, 0.03, ... 0.98, 0.99,
- From Object PaintedParticle
seeds take their mapping from their placement on the painted object.
A particle acquires the mapping values at the nearest point of the object
surface. To acquire mapping values from several mapping channels
of the object, activate multiple buttons in the Assign To Mapping