What you need to do is break the problem down into 2 or more passes. The first pass identifies and tags polygon islands. The second pass applies the turbulence effect.
Identifying polygon islands is a one-time process which you should be able to accomplish using a scripted command which identifies the islands and tags them by creating array nodes in an ICE Tree and stores the results as custom ICE attribute data. The second pass can be completed in ICE by reading the custom attribute data and applying the turbulence as needed. Matt ________________________________ From: [email protected] [[email protected]] On Behalf Of Simon van de Lagemaat [[email protected]] Sent: Saturday, November 10, 2012 8:57 PM To: [email protected] Subject: Re: polygon island attributes Ya I'm looking for a poly island solution which I had kind of thought wouldn't be straight forward. I'm pretty slow when it comes to putting around ICE but I've been thinking of some hacky conceptual methods of doing it. 1. creating a particle at the center of every island, getting that particle to sample a turbulence noise and then passing that value to the island. 2. mapping only one point on the island then passing that value to the other island points. I'm sure there are better ways to do it but those are what my artist brain came up with so far. I'm not sure about what would require scripting and what wouldn't On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman <[email protected]<mailto:[email protected]>> wrote: Hi Ciaran, That would work for polygons individually, but Simon seems to be asking about polygon islands (so multiple polys per island.) That's quite tricky to get via ICE alone without scripted help. On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney <[email protected]<mailto:[email protected]>> wrote: > Dive inside the turbulence compound and replace any instances of > pointposition with polygonposition. Also, swap polygonindex for point ID. > > > On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat > <[email protected]<mailto:[email protected]>> wrote: >> >> Hey all, >> >> A while ago I asked how to assign random attributes to polygon islands and >> I've recently revisited that task and used a couple of methods using the get >> array minimum technique. >> >> Currently I'm just assigning purely random values using a random value >> node which has my custom poly island indices plugged into it. What I'd like >> to do is find a way to drive each islands value via a worley noise or >> turbulise node so I can get a more patterned, less random change to the >> values from island to island. The issue is finding a way to sample the >> noise at one point for each island and I'm not sure how to go about that. >> >> If you have any ideas or could point me to something I'd love to hear from >> you. >> >> Cheers. > >

