Color Magnitude multiplied by surface normal.

I have this example here:
Capture.PNG

What I’m trying to do is take the color magnitude, multiply it by it’s distance from the surface, however, I wan the particles to be pushed off in the direction of the surface normal. I’m kind of stuck on this current Magma flow:

I have used Magma in awhile so I’m sort of rusty. My plan is to then mesh the particles with Frost. In the first image you can see the white spots. These color magnitudes are being pumped into frost for particle radius. So that the white spots clump more. Any help would be much appreciated :smiley:!

Thank you.

Here is a possible solution.
Since I used a PRT Surface and the Material is evaluated AFTER the Magmas, I had to use an InputTexture to evaluate the color.
If the color is baked in a PRT file with Color channel, then you could read Color in and do the same…

Also note that the Normal of the NearestPoint is the FaceNormal and it is a bad idea as it produces flat clumped clusters. I had to use a FaceQuery behind it to get the smooth Normal.
KMX2_PushByTextureMapAndNearestNormal_v001.zip (32.1 KB)

Thanks Bobo!

Ah, I totally forgot about face query’s. This answers my exact question. Again, thanks so much!

Okay so this something I’ve run into.
[attachment=1]Capture.PNG[/attachment]
When I mesh it with Frost, in the viewport on the right you can see that the Meshed particles extrude out. But the actual render on the left just meshes it like I just selected it. I even have a color magnitude color pumped into a radius. Here is a photo using Geometry spheres that gives a more practical example of what I mean.
[attachment=0]Capture2.PNG[/attachment]

I’m wondering if it has to do with Frost not picking up the latest particle position?

Normally, anything that happens in the viewport should happen in the renderer. The only exception would be a Magma Modifier (or some other modifier involved here) that was set to Viewport Only and does not affect the renderer. Is your whole stack above the particles enabled for rendering?

I will have to double check, but I’m pretty sure they all are. I will get back to you on this as I’ve never run into this problem, until now.