
One of the advanced helper nodes is the TexmapColor Helper.
This helper works in conjunction with the MatterWaves
operator to get the current surface color of a map. TexmapColor uses the
UVW or Position input to determine the color value at that coordinate.
When used In conjunction with pyrocluster, it allows you to control the
volumetrics color based on the surface color of an object.
Another use of this helper could be to "sort" or specify particles
based on the texture color they are emitted from.
ON - (Bool) This input data
stream determines whether the operator is considered 'on' or 'off.' You
can connect other operators to this input channel such as a Bool
Helper to activate/deactivate the whole operator.
Time - (Time) This input data stream is used to define the local
time for the operator when the user wants to override the default system
time.
UVW - (Vector) This input data stream allows any operator condition
to be used to input a UVW coordinate that is to be read.
Surface Position - (Vector) This input data stream can be connected
to any channel that supplies a Point3 (X,Y,Z) value.
Color - (Color) This output
data stream carries the current color based on the UVW or Surface Position
input value.
Alpha - (Scalar) This output data stream supplies the current
Alpha value of the point based on the UVW or Surface Position input value

Preview On - Activate this checkbox to see the mini-map preview
window.
Map Blur - Increase this spinner's value to blur the selected
map. This is useful when you want to reduce noise in the map and to even
out the results.
Map Slot - Click the button that says "NONE" by default
to bring up a standard Material/Map browser. Select any texture map from
the available options as the source image.
Example:

In the sample setup shown above, a MatterWaves emitter
creates particles and stores them in a group called Particles. All particles
created into this group depend on the further processing from the above
shown rules.

The group named Particles has an added DataChannel output
data stream #0 (called CH:UVW). From this port the TexmapColor helper
gets its UVW channel. MatterWaves on the other hand, creates particles
stored in the group named Particles along with the extra DataChannel information
holding the UVW coordinates. This UVW "value transfer" is done
and prepared in two places of thinkingParticles, in the Particle Group
rollout menu (assigning a Data Channel) and in the MatterWaves Write
to Channel rollout section. From within the MatterWaves Write
to Channel rollout, the UVW Channel and the DataChannel number of the
Particle group may be chosen. In this example Channel #0 is used for holding
UVW data.
Based on the UVW channel coordinates, TexmapColor calculates the relevant
shading color based on the selected texture map and UVW coordinate. This
color value may then be used as a trigger to do some modifications to
particles or other objects in the scene. In the sample setup shown above,
a Threshold condition is used to sort particles based on the surface color
of a selected object. A white surface color (threshold 1.0) will assign
the particles to the White Teapot particle group, a black surface color
(threshold 0.0) will assign the particles to the Black Teapot group. The
result of the above mentioned DynamicSet looks like the illustration shown
below. Note, the "black" teapots are blue in this image (for
better visibility). The black checker fields emit black teapots (here
they are blue) and the white checker fields create white teapots. This
will even work with an animated map.
