Sampling the colour values of a pixel on a 2D texture is easy enough in Maya; there is the MEL command 'colorAtPoint', and you can emit particles from a texture and query the RGB values per particle. Sampling a colour value of a 3D texture is not so straightforward, and the approach suggested in the documentation is to bake your 3D texture to an image file and use the aforementioned methods to query colour values on the resulting texture.
In this post, I'll demonstrate how to implement an API function that samples a 3D texture at any given XYZ point, and returns an RGB value.
Continue reading "How to sample a 3D texture " »
The
links of the constraint are build whenever it gets activated, so on the first
frame or when it becomes enabled. The
link rest lengths are defined based on the relative position at the same frame.
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