I like this idea better than crowd clones :)

But at least it answers your suspicion, not only is it possible but there
are likely multiple viable solutions.

On Thursday, July 5, 2012, Mathieu Leclaire wrote:

> If it's just textures, why don't you simply convert your textures as an
> image sequence (image.01.exr, image.02.exr, etc...), load it as a image
> sequence in your 1 material and use Self.ShapeInstanceTime to determine
> which texture gets assigned to which particle?
>
> -Mathieu
>
> Leo Quensel wrote:
>
>> Hey guys,
>>
>> I think this is not possible with ICE in the current state, but as we
>> are now able to assign materials to polygon meshes via ICE, why not
>> implement
>> the same for particles and/or instances?
>>
>> In my case I have a big simulation containing thousands of planes with a
>> different texture for each one.
>> At the moment I have a hundred textures and therefore a hundred polygon
>> planes in my scene which I randomly instance.
>> The perfect idea would be to have just one plane to be instanced and
>> dynamically assign a material via ICE per instance.
>> I know I can pull a value to the rendertree and perform some texture
>> switching based on that, but with a hundred different materials this
>> becomes too big.
>> I need a hundred materials that way or another, but it would greatly help
>> in reducing the object count in the scene.
>>
>> A side note:
>> I have to repeat this as often as possible:
>> The viewport does not display instances as instances properly.
>> Set the particle shape to rectangle: Perfect speed even with thousands of
>> particles
>> Instance a single-polygon grid instead: Massive performance drop
>>
>> Cheers,
>> Leo
>>
>>
>>
>>
>
>
>

Reply via email to