Using image alpha to control emission of particles from surf

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I am having difficulty controlling the emission of particles from a surface textured with an image. I would like to suppress the emission of particles from points of the surface where the alpha is zero i.e. the transparent.

I have found several threads where texture based particle emission is discussed. Unfortunately none of these threads discuss how to suppress the emission of particles based on alpha.

Nevertheless, I've attached a small scene illustrating my attempt.

Thanks.

Attachments:
colortoparticles.hip (243.2 KB)
imageRight01.tif (240.8 KB)
Scene.zip (241.5 KB)

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Hi,

I've had a similar issue sometime ago and the tip is that in order to use an attribute to mask particles emission on a surface it needs to be a primitive attribute. Your VOP SOP goes as far as piping the image alpha through the points, you now need the attribute promote to make it work in the end.

I've updated your file.

Cheers

Attachments:
colortoparticles.hipnc (322.4 KB)

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Thank you very much for the clear example, it works perfectly.
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have any body know how to emission from texture?
the mesh I export from maya with obj format.
it has uv in vertex class, how do I convert this data to surface,
and use surface to emission particle inherit the texture color??
:cry:
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