Hi Ray, me again! Solved one issue, stumbled onto the next
How does one go about using this technique on an enveloped mesh? I managed to figure out some ways to control pointscale and texturescale and combined with flow along curves this gives me a good starting point for creating skin/scales/pores etc on animals/humans. But, if I animate my character, the texture does not stay locked on the deforming mesh.
For pointposition, I can only get that locked by setting emissiontype to 'point', disabling 'time varying' and deleting 'relax particles'. Which also means I lose an even/relaxed distribution. If I leave 'relax particles' in place, it looks like it is evaluating the relax-parameters after
the deform, not before it. Even though the ICEtree is in the modelingstack?
Scale on the other hand, when I randomize that by adding a turbulize around value, looks like it is using global coordinates - the randomization stays in place with the mesh moving through it.
Everything I've been trying so far hasn't taken me any closer to a solution. I figure it must be possible though. Mapping to UV coordinates? Or setting up a (non-deforming) copy of the mesh and using that as input in a second tree?
Ofcourse, I could rendermap the texture to a UV at first frame, but it would be way cooler to keep the whole thing live.
Any suggestions welcome!