Hi!
I agree with you for the fact that's duplicated geo is too heavy. By
splitting the compound in 2 part (modeling and simulation stack) i have
been able to go up to 5k but it took around 5 min to process the
modeling part which is not fast enough for what we need here. However,
once it done the deformation itself is not that heavy. Like you said the
nice thing about this is that you can see the actual geo you're going to
render. I tried using instances with the "StrandDeform" and it's working
fine but my main problem here is that the instances shown in the
viewport are not having the same rotation and size than in the render.
Any pointer?
cheers,
RB
On 4/23/2012 6:00 PM, Halim Negadi wrote:
Hello Renaud,
Thank you for the link, I really like the geometry approach which
gives an accurate feedback of what's gonna render, I'm sure I could
use this. I think I'll start digging these compounds to find a way to
do the same using instancing, duplicated geometry gets way too heavy
for feathers.
Thanks
H.
On Mon, Apr 23, 2012 at 7:47 PM, Renaud Bousquet
<[email protected] <mailto:[email protected]>> wrote:
Hey Halim!
This might help you: http://vimeo.com/31143147 *(assuming you're
working on softimage 2012)
The only thing is that it will give you a polymesh instead of a
pointcloud.
or
You could use the "StrandDeform" attribute.
Hope it help you!
cheers,
RB
On 4/23/2012 12:55 PM, Halim Negadi wrote:
Hi List,
We are trying to make feather instances loft along strands from
melena, any chance any of you already went through this ?
Another way would be to be able to feed a factory
CreateStrandsFromCurves compound with subcurves to avoid having
one single curve object per strand.
Thank you,
H.
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