Frank1000 wrote:ok yes, HSV is one value instead of multiple values. I have changed the texture to have non-colors.
Then you'll be able to convert the color to HSV space, by plugging the 'hue' output into function curve.
Does this mean to connect it in the ice-tree like this ?
Other question is, now that the rgb values are converted to HSV values, do i define the wanted Goal-HSV-values in the "Set Data" node or do i use another node ?
Well, before any answer. Mentioned tutorial does not create groups, it just filters the goal location, for everything. At this stage, everything is simple. However if you want to differentiate the particles into groups, you'll be running into something more complex than just mapping the one attribute to another. At least some chain of "if" nodes ( if hue is higher than my value, positive, if not, another chain...). or, 'select case" node (multiply the scalar attribute by number of desired attributes, in order to be able to get integers, round it and plug this into 'condition").
Anyway, in ICE tree on goal object, I think you'll want to set multiple attributes, something like Goal_Location_A, Goal_location_B, so on - very well differentiated ( how to to this, it's your part of job). Then, in ICE tree on point cloud, assign the Goal Location attribute, using multiple "get geometry sample", each of "get geometry sample", filtered by another attribute from goal object. AND new chain of "if" nodes (or "select case"), to filter the self.goalLocation, on particles.
Long story short, if multiple meshes for goals is allowed option, I'll go with this, instead of texture map.