Thank you alot Ferdinand for your time, thoughs and help.
I really appreciate that:)'
I will get my head in it and try to figure it out.
Latest posts made by Hannes Weikert
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RE: particle direction driven by texture
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particle direction driven by textureHello:) Atm i do some r&d for getting a cartoon-look with c4d for doing a children's-book together with my girlfriend as a private project. 
 I found a very nice approch and technique here:
 http://www.zenopelgrims.com/project-arnold-brushstroke-shader-quantize.htmlHe is using Houdini and Arnold. 
 So i downloaded a Demo for Arnold (c4d) to see if i can replicate this technique straight in c4d, but long story short, i cant and i believe without coding some stuff this want be possible anyways. and i believe without coding some stuff this want be possible anyways.So i thought to rebuild his priciples with c4d and xparticles. Lets dive into it: What i try to achieve atm: particle rotation based on the particle color. 
 The particle color is given by a normal textur, this will change later.
 Now it´s the easiet way to get access to the data. For my understandig the color information inside the normal texture can be seen as a vector, is that right?I am using Xpresso to get access to the color(which contains the normal data) and the x-particle roation. 
 By feeding the vector into a range mapper it convert to degress.
 The range mapper output (degeress) is going into the particle-rotation. There is defently something going on, and the particles are rotated individually based on there color, but somehow not right. 
 What i like to see is that the roation/orientation of the particles is based on the surface correcly, that means based on the normal direction.Does somebody has an i idea what went wrong here? Maybe the rangemapper settings? or is does somebody is spotting even a basic missundestandement? If you like to have a look into the reduced testfile you are very welcome: 
 test-normal to roation-2.c4d Best, Hannes