prt volume with mapped colors

im projecting a plate onto 3d characters, which im turning into particles and using the colors, similar to the old car demo

in pflow it will aquire mapping and colors on first frame and then you can modify it and the particles that left the original position still have the color

when i use a prt volume and use a camera map per pixel shader, obviously it only works where the camera is projecting,

is there a way to keep the colors on the original prt volume, and then use modifiers like displace on top which will keep the colors intact?
i can of course save out the prt volume, with the colors, just wondering if its possible to do this a quicker way that I can instantly work with

thanks

hi phizikl,

i tried a lot to project a picture on particles but it seem that the only working solution is to use a use a krakatoa volume.just use it on your mesh and save those particle as a sequence out. it will update the color per particle in every frame. after that use a prt_loader and a pflow update operator to use this particles as emitter (i guess you will do something in that direction) and spawn and manipulate particles as you like. i did the same setup for a job where i had to “animate ghosts” http://vimeo.com/33665255

cheers Cruzifer

PRT Volume and Magma are both history-independent, so you cannot do something on frame 0 and keep in on all the following frames. All channels (and in fact all particles) are recreated from scratch on each frame and you cannot preserve data over time, or sample from a previous frame (which would be the solution in this case, but unfortunately it is not supported yet).

But if the mesh itself is not changing and you stack your modifiers correctly, you can kind of get the same result, assuming the mapping is generated below the deformation modifier. I assume this is not your case though.