I would head in Rob's first suggestion - get the data from the emit location in terms of normal etc... and use that to set orientation of the strands.
S. _____________________________ Sandy Sutherland Technical Supervisor [email protected] _____________________________ ________________________________ From: [email protected] [[email protected]] on behalf of Arda Sernaz [[email protected]] Sent: 16 May 2012 16:41 To: [email protected] Subject: Re: ICE strand orientation trouble - again :/ now with images Rob, the thing is, in some areas they oriented right so changing the instance rotation wouldn't give a solution. Thanks for the fast replies bye the way :) On 5/16/2012 5:34 PM, Rob Chapman wrote: Arda, so when it renders they are facing the wrong way? as in they are all pointing inwards rather than outwards? just revere the instance and freeze - it will look wrong in openGL but render correctly. On 16 May 2012 15:29, Arda Sernaz <[email protected]<mailto:[email protected]>> wrote: Rob, i set both particle and strand orientation but nothing changed after , i used align to surface node. in opengl view instances oriented correctly but when i render it is different. On 5/16/2012 4:42 PM, Rob Chapman wrote: Sandy, just so you know because it isnt that obvious, it was me that wrote that tutorial :) also Arda, I imagine the orientation problem you are having is because they are all on a sphere rather than a grid - are you taking the spheres normal into account regarding the orientation? And as for OP, Morten am not sure why your orientation is having the effect it is, perhaps because you are setting the orientation only on emit then doing something else that effects it. try putting the orientation back on as the last step in the ice tree. best regards Rob 'tekano' chapman On 16 May 2012 14:23, Sandy Sutherland <[email protected]<mailto:[email protected]>> wrote: https://docs.google.com/open?id=0B8MfxqvWZh32N1dJV2x2RTIwMGc Here ya go - it is that system that Rob mentions, I added more particle segments to allow more accurate collision - but otherwise the same thing - you can add forces such as wind into the mix on the particle setups - it is a really nice method to do it! Cheers S. _____________________________ Sandy Sutherland Technical Supervisor [email protected]<mailto:[email protected]> _____________________________ ________________________________ From: [email protected]<mailto:[email protected]> [[email protected]<mailto:[email protected]>] on behalf of olivier jeannel [[email protected]<mailto:[email protected]>] Sent: 16 May 2012 14:59 To: [email protected]<mailto:[email protected]> Subject: Re: ICE strand orientation trouble - again :/ now with images Ahem, I'd be curious too ^^ Le 16/05/2012 14:29, Morten Bartholdy a écrit : I would be very interested in that one Sandy :) Morten Den 16. maj 2012 kl. 14:25 skrev Sandy Sutherland <[email protected]><mailto:[email protected]>: I can send you a scene I developed based on a technique I came across somewhere to do awesome simulated strands, by creating particle systems to loft the strands between and doing the sim on the particles - this allow you to set orientation on the particles and then the strands - I was using it to do grass and bushes being flattened by a vehicle and I had the bushes/grass randomly oriented as I was rendering a field using strand deforming. S. _____________________________ Sandy Sutherland Technical Supervisor [email protected]<mailto:[email protected]> _____________________________ ________________________________ From: [email protected]<mailto:[email protected]> [[email protected]<mailto:[email protected]>] on behalf of Arda Sernaz [[email protected]<mailto:[email protected]>] Sent: 16 May 2012 14:16 To: [email protected]<mailto:[email protected]> Subject: Re: ICE strand orientation trouble - again :/ now with images Yes i tried a feather instance on strands but i couldn't set the orientation... On 5/16/2012 1:37 PM, Christian Keller wrote: try the loft ... checkbox in your create strands compound. and if you use the sitoa strand compound, there´s also one for the rotations. not sitting in front of xsi now, but sure you´ll figure it out within one minute ;) Am 16.05.2012 11:36, schrieb Stefano Jannuzzo: You posted an Arnold render. You mean that you can't achieve the same result with mr, or that the Arnold result itself is wrong? Stefano On Tue, May 15, 2012 at 1:49 PM, Morten Bartholdy < [email protected]<mailto:[email protected]> > wrote: Here are a couple of images showing what I am doing: http://dl.dropbox.com/u/763668/ICE/Strands_InstanceGeo_Rotation_01.jpg http://dl.dropbox.com/u/763668/ICE/Strands_InstanceGeo_Rotation_ICE_Tree_01.jpg I just need to randomize of the geometrys y-rotation, and according to the docs and pointers given here earlier this should do the trick, but no go. Is there a magic step I might have missed to get it working? /Morten Den 15. maj 2012 kl. 11:14 skrev Morten Bartholdy < [email protected]<mailto:[email protected]> >: I have a nice setup which creates lovely grass deforming geometry instances on strands so I can have turbulent wind moving the strands around. I am using Emit Strands for this, but I seem to be unable to randomize the instance y-orientation using a Randomize Rotation by Cone - they are unaffected by this. If I create a different setup using Emit from Geometry and Create Strands on that, I can control the y-rotation, but then the instances are upside down, and my non simulated turbulence does not work. How can I get to control instance y-rotation when using Emit Strands? MOrten -- christian keller visual effects|direction m +49 179 69 36 248<tel:%2B49%20179%2069%2036%20248> f +49 40 386 835 33<tel:%2B49%2040%20386%20835%2033> [email protected]<mailto:[email protected]> -- Ardahan SERNAZ VFX TD www.lhvfx.com<http://www.lhvfx.com> -- Ardahan SERNAZ VFX TD www.lhvfx.com<http://www.lhvfx.com> -- Ardahan SERNAZ VFX TD www.lhvfx.com<http://www.lhvfx.com>

