Particles Density from Image Texture - UV coordinates problem #41087
Labels
No Label
Interest
Alembic
Interest
Animation & Rigging
Interest
Asset Browser
Interest
Asset Browser Project Overview
Interest
Audio
Interest
Automated Testing
Interest
Blender Asset Bundle
Interest
BlendFile
Interest
Collada
Interest
Compatibility
Interest
Compositing
Interest
Core
Interest
Cycles
Interest
Dependency Graph
Interest
Development Management
Interest
EEVEE
Interest
EEVEE & Viewport
Interest
Freestyle
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
ID Management
Interest
Images & Movies
Interest
Import Export
Interest
Line Art
Interest
Masking
Interest
Metal
Interest
Modeling
Interest
Modifiers
Interest
Motion Tracking
Interest
Nodes & Physics
Interest
OpenGL
Interest
Overlay
Interest
Overrides
Interest
Performance
Interest
Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds & Tests
Interest
Python API
Interest
Render & Cycles
Interest
Render Pipeline
Interest
Sculpt, Paint & Texture
Interest
Text Editor
Interest
Translations
Interest
Triaging
Interest
Undo
Interest
USD
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Interest
Video Sequencer
Interest
Virtual Reality
Interest
Vulkan
Interest
Wayland
Interest
Workbench
Interest: X11
Legacy
Blender 2.8 Project
Legacy
Milestone 1: Basic, Local Asset Browser
Legacy
OpenGL Error
Meta
Good First Issue
Meta
Papercut
Meta
Retrospective
Meta
Security
Module
Animation & Rigging
Module
Core
Module
Development Management
Module
EEVEE & Viewport
Module
Grease Pencil
Module
Modeling
Module
Nodes & Physics
Module
Pipeline, Assets & IO
Module
Platforms, Builds & Tests
Module
Python API
Module
Render & Cycles
Module
Sculpt, Paint & Texture
Module
Triaging
Module
User Interface
Module
VFX & Video
Platform
FreeBSD
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender#41087
Loading…
Reference in New Issue
No description provided.
Delete Branch "%!s(<nil>)"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
OS X 10.8.5 NVIDIA GeForce GTX 780M 4096 MB
Blender Version
Blender 2.71 Hash:a1aa969
Short description of error
Image Texture used for particle density, doesn't accept UV mapping coordinates.
Exact steps for others to reproduce the error
When Image Texture is used for particles density with UV map coordinates, than image is stretched into square 2x2 units in center of scene.
test-Particles-Texture-Emitter.blend
Generated coordinates works.
Other types - I'm not sure (because I'm not sure how they should looks like.)
Tested with Cycles and BR engine, scene build from scratch with the same result.
Changed status to: 'Open'
Added subscriber: @FilipMond
Added subscriber: @mont29
Lukas, maybe this one is not a can of worms? ;)
Changed status from 'Open' to: 'Archived'
This is not a bug, the problem is simply that the particle emission mode is set to "Verts" - this can only emit particles directly on vertices and any density mapping of the UV map is ignored. Consider what would happen when then UV map is not contiguous, e.g. each face is scattered randomly over the UV map. UV coordinates are simply not defined for vertices themselves (unless they are actually corners of a face, which is not the case.
A kind of workaround is to use "Faces" emitter mode:
test-Particles-Texture-Emitter2.blend
Note that i reduced the number of particles in this file, otherwise you get multiple particles per face which looks weird. You can also switch the distribution from
jittered
torandom
if that is of interest.OK It make a sense now :(
Anyway … does exist any way how to give user feedback that UV will be ignored?
Just to protect others from my pain … it took me in two days eight hours of testing in what way are particles distributed.
It looks now like a lot of time, but there was at the same time a several factors that affect result when I was tested.
So if there is option like have UV in grey color on a list when Vert option is selected or so, it could save me (and maybe to others) a ton of time.
WORKAROUND
I tried your workaround (instead of Vert use Faces) - seems to work for my sample file, but it doesn't work for my braille text so well.
I tried also move texture from vert position to centers of faces, but it become even worse.
I would like to understand how it works, but I understand it's not a topic here.
My workaround in this case was at the end squared texture and grid resized to match the texture size 2x2 unit.
Thread BA
DETAILS (not necessary to read)
Initial plan was to restore braille text from image into vector file.
Image was to small for direct convert, so … precise circles emitted from precise grid seemed to me as the best choice.
At the end It was really hard to understand what cause my problem from reasons like:
And all the time refresh cash if its not display problem.
… after all that I took this rectangle ABC texture, that shows me whats going on there.
Not sure about the Braille case, there could be lots of reasons for the result: bad texture mapping, insufficient base density (since the texture is just a filter), etc. Generally i'm not convinced that particles are the best approach for a braille "simulation" anyway, it would probably work a lot better with a plain object array and some scripting to raise/hide them.
Conveying such intricate details about which emission mode works with texture factors in the UI is not feasible unfortunately. The particle system is just a big black box with lots of buttons on it. Eventually we will get a more transparent system using nodes and clear data interfaces, where users can specify exactly what happens at each stage. This should help avoid the exponential number of possible and incompatible combinations that make particles so hard to use.
Thank you for all your help.
I noticed that no one wants to touch them (particles).
But some visual feedback for user that coordinates aren't use would be helpful.
(if exist)