HM_AlphaToPointcloud v1.0
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Contributor: Hosny Muhammed
did you know that you can also emit particles from just the alpha channel?
All we need to do is to convert the alpha from a 2D image into a 3D point cloud. But how do we achieve that?
We can use an STMap to set the X and Y coordinates and then manually set the Z value to 0. Now you have a custom position pass for your 2D image. Just add a PositionToPoints node, connect your alpha and the custom P pass we created, and now you have a point cloud representing your alpha channel in 3D space.
To transform your point cloud, simply add a TransformGeo node, and that’s it! You can experiment with this technique to create a variety of cool effects.
To avoid the headache, I’ve created this Gizmo that does it all for you.
Requirements:
14.0, 13.2, 13.1, 13.0, 12.2, 12.1, 12.0, 11.3, 11 or later
14.0, 13.2, 13.1, 13.0, 12.2, 12.1, 12.0, 11.3, 11 or later


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Comments
it seem to me that the particles will be limited to the individual points, which depend on the point detail and frame resolution
it's also binary, there's a particle or there's not , the feather of the alpha wont be represented
i often use a card to achieve what your are describing
here is what the foufry documentation say :
"" rate_channel
Sets the channel of the input geometry texture which is used to modulate the emission rate. You can use this control to emit particles from certain areas of the input geometry.
if you are emitting from a Card which has a Ramp texture, more particles are emitted from the light part of the Ramp (values closer to 1) than from the dark parts (values closer to 0). ""
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