Colorize volume based on emitter texture

Is there a way we can use a bitmap textured geometry/pointcloud emission source to colorise a volume?

Example: I need to create a volumetric representation of a textured object which is blown away

Initial thoughts are to emit from Xparticles and set particle colours based on texture source, then somehow send the color data into a TFD color channel

Would be a great functionality to be able to art direct volumes like this

TFD cannot use color from textures. However, this will be in one of the next Reactions Beta updates. You can use RGB volume channels in Reactions and soon also have emitters inject the color from textures, vertex maps or particle attributes into them.

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