Re: Another Nissan ?
I loved the commercial and the previous too, but I have to say the softmask on the dog jumping inside the car popped out bit! ; D - J On 11 November 2012 22:00, Christian Keller chris3...@me.com wrote: Yep -- christian keller visual effects|direction m +49 179 69 36 248 f +49 40 386 835 33 chris3...@me.com gesendet von meinem iDing Am 11.11.2012 um 18:09 schrieb olivier jeannel olivier.jean...@noos.fr: https://vimeo.com/51942333 I suppose it's from the same creators as the one before ? -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Pursimiehenkatu 29-31 b 2krs. 00150 Helsinki +358 443443088 juhani.karls...@talvi.fi www.vimeo.com/talvi
Re: Another Nissan ?
I just love when SI | Ice becomes such an institution. Le 11/11/2012 21:00, Christian Keller a écrit : Yep
[JOBS] SEHSUCHT is recruiting...
SEHSUCHT is looking for two full-time mid-level to senior Softimage generalists as well as a software independent hard surface modeller to join the team in our Hamburg office. Job requirements: 3D: Softimage generalist(full-time): - Autodesk Softimage is your 3D software of choice for at least 3-5 years in a commercial post-production environment. - You can both work in a team under a 3D supervisor on larger projects and are comfortable with managing smaller jobs on your own from start to finish including modelling and lighting as well as basic ICE setups with animation/rigging being a bonus - Experience with Arnold and Nuke is a plus. 3D: Hard surface modeller(full-time): - You have a at least 3 years of modelling experience with an emphasis on hard surface modelling in a 3D package of your choice. Our studios pipeline is based around Autodesk Softimage but any package like 3ds Max, Maya, Cinema4D, Zbrush or similar are valid options. - Typical objects we frequently need modelled include digital SLR cameras, laptops etc… - Experience in organic modelling in Zbrush/Mudbox including texture painting is a plus. To apply for any of the above positions please send us an email to j...@sehsucht.de with the job title as subject. Feel free to include links to your online reel and CV or post a DVD copy including your written application via snail mail to: SEHSUCHT GmbH Laeiszstrasse 13-15 20357 Hamburg Germany About SEHSUCHT: SEHSUCHT is both a design-orientated production house with an in-house art department and a team of highly creative directors as well as a classic VFX post-production house serving the commercial film industry. With our main office in Hamburg, Germany and a small boutique outpost in Berlin our team of internationally experienced artists have been successfully working together with clients like Lamborghini, Audi, RAM Trucks, Google or MTV for more than 10 years. www.sehsucht.de
Re: update on Creation integration to Softimage
count me in as well :) Helge Mathee helge.mat...@gmx.net hat am 10. November 2012 um 18:24 geschrieben: yep - I am considering to do a workshop on the saturday, 24th of november. I'll try to get some of the hamburg based devs and TDs in, if that would work for you guys.
Re: update on Creation integration to Softimage
Hi Andy. I attended the Montreal workshop last Thursday. I too see myself as a technical artist and I too was intimidated by it. But I spend the weekend thinking about it and I think it's normal to be intimidated right now, but things will change. It's a lot like ICE, except that you need to code. It's also much broader in its applications. Coding is being done in python for the ui, logic, connections, etc. And KL is the language they invented for the performance critical parts. If we were to compare it to ICE, python would be used to connect the nodes, declare the variables and the PPGs, and KL would be used to code the nodes themselves. Remember how ICE was dry when it first came out? Then later Phil Taylor released his compounds pack and then more and more users released tons of compounds. Today, when you want to achieve something new in ICE, you better look in rray.de/xsi first before wasting time reinventing the wheel again. I guess the same thing will happen with Creative Platform. The Fabric Engine guys are developping things at a surprising rate. The same software will be very different in one year. I can't imagine what it will be in five years. When everybody start to share Python and KL classes, then it will be easier for a technical artist to write cool plugins or even complete applications without thinking much about KL and high performance processing. That being said, we will still have to spend time learning it. It's quite different from what we already know. But it does rock. Cheers. Francois On 09/11/2012 19:11, Andy Moorer wrote: Helge, I find the creation platform both really exciting, and from what I've seen as it grows its learning curve intimidating. I'm an artist-turned-TD and a script monkey largely educated by watching your jscript videos and lectures at Barnyard, and later taking Raffaele's workshop... plus self training, bothering folks like you, Graham and Brad, and a (nasty) year spent in Mel. In other words, I'm (I think) a pretty typical non-developer technical artist. Is the Creation Platform something for folks like me, who spends about 40% of my time scripting and the rest in creating assets and reasonably complex stuff in ICE? Or is it targeted squarely at TDs who spend the bulk of their time scripting, ie more for those at the developer end of the scale? Not that I'm not willing to always be stretching my capabilities to grow as a TD and artist. I'm just trying to figure out who you see as the typical Fabric Creation Platform user. Kudos to the regular outreach and amazingly fast and production-targeted development of Fabric, it's been really awesome to watch it come to life. On Nov 9, 2012, at 2:53 AM, Helge Mathee helge.mat...@gmx.net mailto:helge.mat...@gmx.net wrote: yes - the CreationPlatformCAPI will be shipped working on all three operating systems. On 08.11.2012 23:01, Xavier Lapointe wrote: Had the same question on my mind actually. On Fri, Nov 9, 2012 at 8:58 AM, Eric Thivierge ethivie...@gmail.com mailto:ethivie...@gmail.com wrote: So the integration with Softimage is working on Linux? Eric Thivierge http://www.ethivierge.com On Fri, Nov 9, 2012 at 3:40 AM, Helge Mathee helge.mat...@gmx.net mailto:helge.mat...@gmx.net wrote: Linux is fully supported for everything. As is OSX. On 08.11.2012 15:01, Raffaele Fragapane wrote: Hey Helge, This might be of enough general interest to post here rather than in private. How are you guys faring on the linux front these days? On Nov 8, 2012 8:08 PM, Helge Mathee helge.mat...@gmx.net mailto:helge.mat...@gmx.net wrote: Thanks guys! Now, I've stated that on the Creation Platform mailing list already: I am aware that people are impressed by the videos we publish and interested in Creation Platform generally. We are doing workshops and user group both in Montreal and London this month, but aside from that I would like to encourage people to start evaluating Creation Platform for production scenarios. I realize that there's a learning curve attached to that, so I am willing to provide as much help as necessary and lead the way for anybody interested in seriously evaluating CP. At this stage I am looking for production references for certain features, so please mail me privately if you are interested in collaborating. Best! -H On 08.11.2012 09:17, Andreas Böinghoff wrote: wow! this is getting more and more exciting! On 11/7/2012 9:06 PM, Paul Doyle wrote: Hi guys – this is a preview of the work that Helge is doing on the Creation
Curl Noise Framework compound
Hi guys, Has anyone managed to get the Curl Noise Framework compound working? I had a look inside it and there are a whole load of disconnected nodes. It looks like it was exported without the Embed internal compounds flag ticked (always a BIG mistake!) and is missing a compound that it relied on. Having said that, I just checked the XML of the compound and all the nodes mentioned in it are instantiated in the compound. It's as if it was exported incorrectly at Autodesk's end. If anyone knows how to get it working, or can give me a couple of pointers as to what needs to be plugged in to what, I'd be super appreciative. Thanks, Andy
Re: [JOBS] SEHSUCHT is recruiting...
Hi Dan, You could try posting your job here too: www.linkedin.com/groups?jobs=gid=4541721 Cheers, Andy On 12 November 2012 at 10:27 Daniel Jahnel xsi-l...@gmx.de wrote: SEHSUCHT is looking for two full-time mid-level to senior Softimage generalists as well as a software independent hard surface modeller to join the team in our Hamburg office. Job requirements: 3D: Softimage generalist(full-time): - Autodesk Softimage is your 3D software of choice for at least 3-5 years in a commercial post-production environment. - You can both work in a team under a 3D supervisor on larger projects and are comfortable with managing smaller jobs on your own from start to finish including modelling and lighting as well as basic ICE setups with animation/rigging being a bonus - Experience with Arnold and Nuke is a plus. 3D: Hard surface modeller(full-time): - You have a at least 3 years of modelling experience with an emphasis on hard surface modelling in a 3D package of your choice. Our studios pipeline is based around Autodesk Softimage but any package like 3ds Max, Maya, Cinema4D, Zbrush or similar are valid options. - Typical objects we frequently need modelled include digital SLR cameras, laptops etc… - Experience in organic modelling in Zbrush/Mudbox including texture painting is a plus. To apply for any of the above positions please send us an email to j...@sehsucht.de with the job title as subject. Feel free to include links to your online reel and CV or post a DVD copy including your written application via snail mail to: SEHSUCHT GmbH Laeiszstrasse 13-15 20357 Hamburg Germany About SEHSUCHT: SEHSUCHT is both a design-orientated production house with an in-house art department and a team of highly creative directors as well as a classic VFX post-production house serving the commercial film industry. With our main office in Hamburg, Germany and a small boutique outpost in Berlin our team of internationally experienced artists have been successfully working together with clients like Lamborghini, Audi, RAM Trucks, Google or MTV for more than 10 years. www.sehsucht.de
Re: Curl Noise Framework compound
Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also, no disconnected nodes here when I do a simple dd from the preset browser. 2012 or 13? On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.comwrote: Hi guys, Has anyone managed to get the Curl Noise Framework compound working? I had a look inside it and there are a whole load of disconnected nodes. It looks like it was exported without the Embed internal compounds flag ticked (always a BIG mistake!) and is missing a compound that it relied on. Having said that, I just checked the XML of the compound and all the nodes mentioned in it are instantiated in the compound. It's as if it was exported incorrectly at Autodesk's end. If anyone knows how to get it working, or can give me a couple of pointers as to what needs to be plugged in to what, I'd be super appreciative. Thanks, Andy
Re: Curl Noise Framework compound
think you have to have it connected AND setup properly to see it working. depends if you are moving as forces or as postions as well. Ive used it a lot and highly recommend it. also if you do GetICE|get bubbles an ICE tree compound is made with the curl noise framework correctly set up inside already hope that helps! On 12 November 2012 18:36, Ciaran Moloney moloney.cia...@gmail.com wrote: Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also, no disconnected nodes here when I do a simple dd from the preset browser. 2012 or 13? On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.comwrote: Hi guys, Has anyone managed to get the Curl Noise Framework compound working? I had a look inside it and there are a whole load of disconnected nodes. It looks like it was exported without the Embed internal compounds flag ticked (always a BIG mistake!) and is missing a compound that it relied on. Having said that, I just checked the XML of the compound and all the nodes mentioned in it are instantiated in the compound. It's as if it was exported incorrectly at Autodesk's end. If anyone knows how to get it working, or can give me a couple of pointers as to what needs to be plugged in to what, I'd be super appreciative. Thanks, Andy
RE: polygon island attributes
What you need to do is break the problem down into 2 or more passes. The first pass identifies and tags polygon islands. The second pass applies the turbulence effect. Identifying polygon islands is a one-time process which you should be able to accomplish using a scripted command which identifies the islands and tags them by creating array nodes in an ICE Tree and stores the results as custom ICE attribute data. The second pass can be completed in ICE by reading the custom attribute data and applying the turbulence as needed. Matt From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de Lagemaat [si...@theembassyvfx.com] Sent: Saturday, November 10, 2012 8:57 PM To: softimage@listproc.autodesk.com Subject: Re: polygon island attributes Ya I'm looking for a poly island solution which I had kind of thought wouldn't be straight forward. I'm pretty slow when it comes to putting around ICE but I've been thinking of some hacky conceptual methods of doing it. 1. creating a particle at the center of every island, getting that particle to sample a turbulence noise and then passing that value to the island. 2. mapping only one point on the island then passing that value to the other island points. I'm sure there are better ways to do it but those are what my artist brain came up with so far. I'm not sure about what would require scripting and what wouldn't On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote: Hi Ciaran, That would work for polygons individually, but Simon seems to be asking about polygon islands (so multiple polys per island.) That's quite tricky to get via ICE alone without scripted help. On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney moloney.cia...@gmail.commailto:moloney.cia...@gmail.com wrote: Dive inside the turbulence compound and replace any instances of pointposition with polygonposition. Also, swap polygonindex for point ID. On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat si...@theembassyvfx.commailto:si...@theembassyvfx.com wrote: Hey all, A while ago I asked how to assign random attributes to polygon islands and I've recently revisited that task and used a couple of methods using the get array minimum technique. Currently I'm just assigning purely random values using a random value node which has my custom poly island indices plugged into it. What I'd like to do is find a way to drive each islands value via a worley noise or turbulise node so I can get a more patterned, less random change to the values from island to island. The issue is finding a way to sample the noise at one point for each island and I'm not sure how to go about that. If you have any ideas or could point me to something I'd love to hear from you. Cheers.
Re: polygon island attributes
Thanks Matt, I've managed to do the first task of isolating and creating and indexing the islands in ICE. Here's the tree, I got the setup from a a forum somewhere, I think they based their setup on Helgees method. https://dl.dropbox.com/u/2741653/icetree.jpg It's the second pass that I'm having trouble with, how to point sample a noise function for each island, or average it between the vertices of each island. This is all getting passed to the RT as attributes. On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind ml...@carbinestudios.comwrote: What you need to do is break the problem down into 2 or more passes. The first pass identifies and tags polygon islands. The second pass applies the turbulence effect. Identifying polygon islands is a one-time process which you should be able to accomplish using a scripted command which identifies the islands and tags them by creating array nodes in an ICE Tree and stores the results as custom ICE attribute data. The second pass can be completed in ICE by reading the custom attribute data and applying the turbulence as needed. Matt -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de Lagemaat [si...@theembassyvfx.com] *Sent:* Saturday, November 10, 2012 8:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: polygon island attributes Ya I'm looking for a poly island solution which I had kind of thought wouldn't be straight forward. I'm pretty slow when it comes to putting around ICE but I've been thinking of some hacky conceptual methods of doing it. 1. creating a particle at the center of every island, getting that particle to sample a turbulence noise and then passing that value to the island. 2. mapping only one point on the island then passing that value to the other island points. I'm sure there are better ways to do it but those are what my artist brain came up with so far. I'm not sure about what would require scripting and what wouldn't On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Hi Ciaran, That would work for polygons individually, but Simon seems to be asking about polygon islands (so multiple polys per island.) That's quite tricky to get via ICE alone without scripted help. On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Dive inside the turbulence compound and replace any instances of pointposition with polygonposition. Also, swap polygonindex for point ID. On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Hey all, A while ago I asked how to assign random attributes to polygon islands and I've recently revisited that task and used a couple of methods using the get array minimum technique. Currently I'm just assigning purely random values using a random value node which has my custom poly island indices plugged into it. What I'd like to do is find a way to drive each islands value via a worley noise or turbulise node so I can get a more patterned, less random change to the values from island to island. The issue is finding a way to sample the noise at one point for each island and I'm not sure how to go about that. If you have any ideas or could point me to something I'd love to hear from you. Cheers.
Re: polygon island attributes
http://www.gustavoeb.com.br/mtools/documentation/#special-cases-16 In this tools ive built for motiongraphics work you can find a compound for both creating the data and then constraining the islands to particles. No close compounds so you can see how everything works :-) Em 12/11/2012 18:16, Simon van de Lagemaat si...@theembassyvfx.com escreveu: Thanks Matt, I've managed to do the first task of isolating and creating and indexing the islands in ICE. Here's the tree, I got the setup from a a forum somewhere, I think they based their setup on Helgees method. https://dl.dropbox.com/u/2741653/icetree.jpg It's the second pass that I'm having trouble with, how to point sample a noise function for each island, or average it between the vertices of each island. This is all getting passed to the RT as attributes. On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind ml...@carbinestudios.comwrote: What you need to do is break the problem down into 2 or more passes. The first pass identifies and tags polygon islands. The second pass applies the turbulence effect. Identifying polygon islands is a one-time process which you should be able to accomplish using a scripted command which identifies the islands and tags them by creating array nodes in an ICE Tree and stores the results as custom ICE attribute data. The second pass can be completed in ICE by reading the custom attribute data and applying the turbulence as needed. Matt -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de Lagemaat [si...@theembassyvfx.com] *Sent:* Saturday, November 10, 2012 8:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: polygon island attributes Ya I'm looking for a poly island solution which I had kind of thought wouldn't be straight forward. I'm pretty slow when it comes to putting around ICE but I've been thinking of some hacky conceptual methods of doing it. 1. creating a particle at the center of every island, getting that particle to sample a turbulence noise and then passing that value to the island. 2. mapping only one point on the island then passing that value to the other island points. I'm sure there are better ways to do it but those are what my artist brain came up with so far. I'm not sure about what would require scripting and what wouldn't On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Hi Ciaran, That would work for polygons individually, but Simon seems to be asking about polygon islands (so multiple polys per island.) That's quite tricky to get via ICE alone without scripted help. On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Dive inside the turbulence compound and replace any instances of pointposition with polygonposition. Also, swap polygonindex for point ID. On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Hey all, A while ago I asked how to assign random attributes to polygon islands and I've recently revisited that task and used a couple of methods using the get array minimum technique. Currently I'm just assigning purely random values using a random value node which has my custom poly island indices plugged into it. What I'd like to do is find a way to drive each islands value via a worley noise or turbulise node so I can get a more patterned, less random change to the values from island to island. The issue is finding a way to sample the noise at one point for each island and I'm not sure how to go about that. If you have any ideas or could point me to something I'd love to hear from you. Cheers.
Re: Curl Noise Framework compound
Thanks for your help guys. Michal Doniec also sent me a full compound as well as a screen shot of how everything should be connected. So all that as well as your suggestions should be enough to go on, I'll check it all out tomorrow. Thanks again! Andy On 12 Nov 2012, at 18:49, Rob Chapman wrote: think you have to have it connected AND setup properly to see it working. depends if you are moving as forces or as postions as well. Ive used it a lot and highly recommend it. also if you do GetICE|get bubbles an ICE tree compound is made with the curl noise framework correctly set up inside already hope that helps! On 12 November 2012 18:36, Ciaran Moloney moloney.cia...@gmail.com wrote: Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also, no disconnected nodes here when I do a simple dd from the preset browser. 2012 or 13? On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.com wrote: Hi guys, Has anyone managed to get the Curl Noise Framework compound working? I had a look inside it and there are a whole load of disconnected nodes. It looks like it was exported without the Embed internal compounds flag ticked (always a BIG mistake!) and is missing a compound that it relied on. Having said that, I just checked the XML of the compound and all the nodes mentioned in it are instantiated in the compound. It's as if it was exported incorrectly at Autodesk's end. If anyone knows how to get it working, or can give me a couple of pointers as to what needs to be plugged in to what, I'd be super appreciative. Thanks, Andy
Re: polygon island attributes
Alan that works brilliantly! I plugged it into my gradient et voila! Sometimes I keep forgetting how I can hack into the compounds to expose parameters. Thank you very much everyone for the help. Hopefully others will be able to use these techniques as well. On Mon, Nov 12, 2012 at 3:11 PM, Alan Fregtman alan.fregt...@gmail.comwrote: On second thought, if you don't mind inaccurate island positions -- that is, not the actual island centers -- and you just want to get some turbulent values, you could use the IDs as vectors (thus plotting them in space) and because they're in space, you can now sample them and use their value for noise. Here's how I went about it:
Re: Curl Noise Framework compound
could you forward the full compound of Michal Doniec? I want that, too. Thanks Kang 나의 iPad에서 보냄 Sent from my iPad 2012. 11. 13. 오전 7:44 Andy Nicholas a...@andynicholas.com 작성: Thanks for your help guys. Michal Doniec also sent me a full compound as well as a screen shot of how everything should be connected. So all that as well as your suggestions should be enough to go on, I'll check it all out tomorrow. Thanks again! Andy On 12 Nov 2012, at 18:49, Rob Chapman wrote: think you have to have it connected AND setup properly to see it working. depends if you are moving as forces or as postions as well. Ive used it a lot and highly recommend it. also if you do GetICE|get bubbles an ICE tree compound is made with the curl noise framework correctly set up inside already hope that helps! On 12 November 2012 18:36, Ciaran Moloney moloney.cia...@gmail.com wrote: Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also, no disconnected nodes here when I do a simple dd from the preset browser. 2012 or 13? On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.comwrote: Hi guys, Has anyone managed to get the Curl Noise Framework compound working? I had a look inside it and there are a whole load of disconnected nodes. It looks like it was exported without the Embed internal compounds flag ticked (always a BIG mistake!) and is missing a compound that it relied on. Having said that, I just checked the XML of the compound and all the nodes mentioned in it are instantiated in the compound. It's as if it was exported incorrectly at Autodesk's end. If anyone knows how to get it working, or can give me a couple of pointers as to what needs to be plugged in to what, I'd be super appreciative. Thanks, Andy
Re: polygon island attributes
I will admit it would be nice to be able to properly map the islands positions in space. Seems like that should be possible. On Mon, Nov 12, 2012 at 3:11 PM, Alan Fregtman alan.fregt...@gmail.comwrote: On second thought, if you don't mind inaccurate island positions -- that is, not the actual island centers -- and you just want to get some turbulent values, you could use the IDs as vectors (thus plotting them in space) and because they're in space, you can now sample them and use their value for noise. Here's how I went about it: On Mon, Nov 12, 2012 at 5:45 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Nice tree, Simon! :) Here's a way to use the *Random Value* node: If you want to use the Turbulence node then it gets trickier as you must correlate your IDs to a specific position in space to properly sample its noise. Might try that later. Hope this helps a bit. On Mon, Nov 12, 2012 at 3:15 PM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Thanks Matt, I've managed to do the first task of isolating and creating and indexing the islands in ICE. Here's the tree, I got the setup from a a forum somewhere, I think they based their setup on Helgees method. https://dl.dropbox.com/u/2741653/icetree.jpg It's the second pass that I'm having trouble with, how to point sample a noise function for each island, or average it between the vertices of each island. This is all getting passed to the RT as attributes. On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind ml...@carbinestudios.comwrote: What you need to do is break the problem down into 2 or more passes. The first pass identifies and tags polygon islands. The second pass applies the turbulence effect. Identifying polygon islands is a one-time process which you should be able to accomplish using a scripted command which identifies the islands and tags them by creating array nodes in an ICE Tree and stores the results as custom ICE attribute data. The second pass can be completed in ICE by reading the custom attribute data and applying the turbulence as needed. Matt -- *From:* softimage-boun...@listproc.autodesk.com [ softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de Lagemaat [si...@theembassyvfx.com] *Sent:* Saturday, November 10, 2012 8:57 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: polygon island attributes Ya I'm looking for a poly island solution which I had kind of thought wouldn't be straight forward. I'm pretty slow when it comes to putting around ICE but I've been thinking of some hacky conceptual methods of doing it. 1. creating a particle at the center of every island, getting that particle to sample a turbulence noise and then passing that value to the island. 2. mapping only one point on the island then passing that value to the other island points. I'm sure there are better ways to do it but those are what my artist brain came up with so far. I'm not sure about what would require scripting and what wouldn't On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.com wrote: Hi Ciaran, That would work for polygons individually, but Simon seems to be asking about polygon islands (so multiple polys per island.) That's quite tricky to get via ICE alone without scripted help. On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney moloney.cia...@gmail.com wrote: Dive inside the turbulence compound and replace any instances of pointposition with polygonposition. Also, swap polygonindex for point ID. On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat si...@theembassyvfx.com wrote: Hey all, A while ago I asked how to assign random attributes to polygon islands and I've recently revisited that task and used a couple of methods using the get array minimum technique. Currently I'm just assigning purely random values using a random value node which has my custom poly island indices plugged into it. What I'd like to do is find a way to drive each islands value via a worley noise or turbulise node so I can get a more patterned, less random change to the values from island to island. The issue is finding a way to sample the noise at one point for each island and I'm not sure how to go about that. If you have any ideas or could point me to something I'd love to hear from you. Cheers.