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.
>>> >
>>> >
>>>
>>
>>
>

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