Is that what y’all looking for? http://www.si-community.com/community/viewtopic.php?f=15&t=1579
From: [email protected] [mailto:[email protected]] On Behalf Of Steven Caron Sent: 11 juillet 2012 13:45 To: [email protected] Subject: Re: Freeze ICE tree to geometry? its there, its just not a single click. also implementing it through ICE means you have to implement the logic too... thats actually the hard part in my opinion. at least if you try to do it with pure ICE workflow. if you want a run once script that can be done quite easy and i think has been done many times over. which leads me to another question/point... do you want animation on the objects too? cause that changes some things... s On Wed, Jul 11, 2012 at 8:43 AM, Tim Crowson <[email protected]<mailto:[email protected]>> wrote: Exactly. That's the problem I'd like to find a solution for. Obviously, I don't want to go converting 40 bazillion ICE polygons to real polygons. But a few thousand, sure. Modo's replicators, while not in the same league as ICE in terms of power, make it very easy to convert those instances to geo by merely 'freezing.' Of course, Softimage lacks any native function for converting instances to independant geo, so I guess it's a related obstacle. Still, with ICE modeling, seems like the tech is there to allow this kind of conversion somewhere inside Soft. -Tim On 7/11/2012 10:23 AM, Leo Quensel wrote: Still it remains a pointcloud and not geometry which leaves you with the same limits as before. -------- Original-Nachricht -------- Datum: Wed, 11 Jul 2012 15:13:08 +0000 Von: Sandy Sutherland <[email protected]><mailto:[email protected]> An: "[email protected]"<mailto:[email protected]> <[email protected]><mailto:[email protected]> Betreff: RE: Freeze ICE tree to geometry? If you freeze the pointcloud - you can easily add an ice tree to it and for e.g. just change the instance shape to another using that new ice tree - the system is very powerful that way, the new ice tree just builds upon the data frozen into the point cloud. S. _____________________________ Sandy Sutherland Technical Supervisor [email protected]<mailto:[email protected]> _____________________________ ________________________________ From: [email protected]<mailto:[email protected]> [[email protected]<mailto:[email protected]>] on behalf of Tim Crowson [[email protected]<mailto:[email protected]>] Sent: 11 July 2012 16:50 To: [email protected]<mailto:[email protected]> Subject: Re: Freeze ICE tree to geometry? I can, and I do eventually, but I don't have any control over the subcomponents in that frozen system. I can't model on top of it, extract anything, or tweak anything. It's literally a locked pointcloud with inaccessible geo in it. Or is it? Is there some way of accessing the raw geo inside it that I have overlooked? -Tim On 7/11/2012 9:39 AM, Ciaran Moloney wrote: Can't you just freeze the first scatter system? It should keep all the particle attributes as they were. Or, drop an empty simulation region into it, so the scatter system will only ever be evaluated once instead of every frame. Ciaran On Wed, Jul 11, 2012 at 3:29 PM, Tim Crowson <[email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]>> wrote: It's actually nothing very interesting. In fact it's bad for performance. I'm using Milan Vasek's (awesome) scatter tools to scatter small spikes on a stick (somewhat like the small spikes on an evergreen frond). Only about 100-150 of them. Then I parent the resulting pointcloud to the emitter geo (the stick) and use that as the instance source for a second scatter system. This gives me the control I want for both scatter systems. However, if I manually model the equivalent of the first scatter system, and use that as the instance source for the second system instead of another Scatter, performance is far better. Which stands to reason. Would someone smart kindly make an L-system in ICE? :) -Tim C. On 7/11/2012 8:11 AM, Mihail Djurev wrote: Hello SI list! Tim, could you share with us how you achieved that? Mihail On 10.7.2012 г. 18:06 ч., Tim Crowson wrote: I'm rendering this with Mental Ray. I found a solution that lets me render what I want without having to freeze it to geo. But it would still be nice to know how to do it. -Tim On 7/10/2012 12:45 AM, Sandy Sutherland wrote: What are you rendering with? S. _____________________________ Sandy Sutherland Technical Supervisor [email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]> _____________________________ ________________________________ From: [email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]> [[email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]>] on behalf of phil harbath [[email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]>] Sent: 10 July 2012 07:05 To: [email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]> Subject: Re: Freeze ICE tree to geometry? momentum instancer perhaps. ----- Original Message ----- From: Tim Crowson<mailto:[email protected]><mailto:[email protected]> To: [email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]> Sent: Monday, July 09, 2012 6:24 PM Subject: Freeze ICE tree to geometry? I'm needing to freeze the results of my non-simulated ICE tree to geometry so I can optimize its use in another ICE tree. (wanting to scatter something that was built by a scatter to beginwith). Concerns about geo density not-withstanding, is there a way to freeze a non-simulated ICE tree to editable geometry? -- Tim Crowson Lead CG Artist Magnetic Dreams Animation Studio, Inc. 2525 Lebanon Pike, Building C. Nashville, TN 37214 Ph 615.885.6801<tel:615.885.6801> | Fax 615.889.4768<tel:615.889.4768> | www.magneticdreams.com<http://www.magneticdreams.com><http://www.magneticdreams.com><http://www.magneticdreams.com> [email protected]<mailto:[email protected]><mailto:[email protected]><mailto:[email protected]> -- -- -- - Ciaran -- --

