No, it supports multi-instance masters, unless my memory is really bugged ;)
But I doubt as I remember supporting more than one shape was the interesting thing in building this compound. Cheers, Guillaume Laforge On Wed, Jul 11, 2012 at 8:23 PM, Steven Caron <[email protected]> wrote: > yes, but it was already linked :) > > leo's issue with this compound was that it worked with only one instance > master. > > > On Wed, Jul 11, 2012 at 11:01 AM, Marc-Andre Carbonneau < > [email protected]> wrote: > >> 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]> 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]> >> <[email protected]>**** >> >> An: "[email protected]" <[email protected]> >> <[email protected]> <[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]**** >> >> _____________________________**** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ________________________________**** >> >> From: [email protected]**** >> >> [[email protected]] on behalf of Tim Crowson >> [[email protected]]**** >> >> Sent: 11 July 2012 16:50**** >> >> To: [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]> >> <[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]> >> <[email protected]>**** >> >> _____________________________**** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ________________________________**** >> >> From:**** >> >> [email protected]<mailto:[email protected]> >> <[email protected]>**** >> >> [[email protected]<mailto:[email protected]> >> <[email protected]>] on behalf of phil harbath**** >> >> [[email protected]<mailto:[email protected]> >> <[email protected]>]**** >> >> Sent: 10 July 2012 07:05**** >> >> To:**** >> >> [email protected]<mailto:[email protected]> >> <[email protected]>**** >> >> Subject: Re: Freeze ICE tree to geometry?**** >> >> ** ** >> >> momentum instancer perhaps.**** >> >> ----- Original Message -----**** >> >> From: Tim Crowson<mailto:[email protected]> >> <[email protected]>**** >> >> To:**** >> >> [email protected]<mailto:[email protected]> >> <[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 | Fax 615.889.4768 |**** >> >> www.magneticdreams.com<http://www.magneticdreams.com> >> <http://www.magneticdreams.com>**** >> >> [email protected]<mailto:[email protected]> >> <[email protected]>**** >> >> ** ** >> >> ** ** >> >> ** ** >> >> --**** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> --**** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> --**** >> >> - Ciaran**** >> >> ** ** >> >> --**** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> ** ** >> >> -- **** >> >> **** >> >> ** ** >> > >

