texture dispacement animation question.


I have some animated water using procedural textures as displacement maps. I would like to create floating objects on the water. How can I use the dispacement information from the textures to give me a hight and rotation for a floating object.

I’m currently trying to use static particles with the same texture for changing emmission values but no luck yet. Just want to see if anyone has a solution.


*** 100th post *** sweet action

vertex children aren’t moved by displacement maps either

… guess you’re stuck with the wave modifier [or several of them]

I don’t know much about the wave modifier but I will look into it.

I played around with the particle emitter to get a reasonable looking floating object.

Click here to watch water3xvid

there is still the issue of rotation but there might be an ipo? Can a texture change the rotation of a particle?