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Can anyone give me suggestion:
I’m using sprites with an image to create a grid of lights that animates (like an LED billboard).
-I need the sprites to use Texture Emission Attributes - both to color the particles with “Inherit Color” and to control the Texture Rate. But when I switch to a Surface Emitter to activate Texture Emission, then particles are created in random positions instead of in rows and columns as the would if I was emitting from a surface with a directional emitter.
Is there any way to have the best of both worlds? Textures emitted from the vertexes of a surface AND using Texture Emission Attributes?
I’ve already tried a number of ways, including emitting from a grid pattern, but overlapping sprites are never exactly on top of each other, and thus there is visible stacking.
Also the texture they need to emit from and be colored by is a sequence of a person playing in a band.
Thanks for any ideas!
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