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****
>>
>> ** **
>>
>> --****
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> ** **
>>
>> -- ****
>>
>>  ****
>>
>> ** **
>>
>
>

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