Keeping UV on a deforming mesh?

   753   1   0
User Avatar
Member
8 posts
Joined: 3月 2022
Offline
Hi, I'm trying to create a saber trail effect.
This is what I have done .
1. Manually create an animation with a tube.
2. Delete both side of the tube, packing them, and connect two center points.
3. Using trail node to connect as mesh.
4. Using the mesh as a emitter for particle simulation.

Then, here's the problem.

My goal is to project image on the particle simulation.
I've tried to use attribute from map, however its UV keep changing.
So my question is how can I keep UV steady without changing on a deforming mesh?
Image Not Found

Attachments:
project_particle_Sim.hiplc (1.5 MB)

User Avatar
Member
683 posts
Joined: 2月 2017
Offline
Hey zellovisual,

here is a very handy hda. I used it to solve your problem. Install it and check out the file I attached.
https://www.orbolt.com/asset/mifth::mifth_uv_grid
Cheers
CYTE
Edited by CYTE - 2023年5月3日 02:27:31

Attachments:
project_particle_Sim_2.hiplc (1.7 MB)

  • Quick Links