http://www.gustavoeb.com.br/mtools/documentation/#special-cases-16
In this tools ive built for motiongraphics work you can find a compound for both creating the data and then constraining the islands to particles. No close compounds so you can see how everything works :-) Em 12/11/2012 18:16, "Simon van de Lagemaat" <[email protected]> escreveu: > Thanks Matt, > > I've managed to do the first task of isolating and creating and indexing > the islands in ICE. Here's the tree, I got the setup from a a forum > somewhere, I think they based their setup on Helgees method. > > https://dl.dropbox.com/u/2741653/icetree.jpg > > It's the second pass that I'm having trouble with, how to point sample a > noise function for each island, or average it between the vertices of each > island. > > This is all getting passed to the RT as attributes. > > On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind <[email protected]>wrote: > >> 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]>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]> 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]> 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. >>> > >>> > >>> >> >> >

