If you don't want to modify the icetrees, you can still do Get
Property->Attribute Display and set it to show your fancy attribute.

This is the exact same as "Show Values", but at the object level.



On Thu, May 9, 2013 at 3:32 PM, Eric Cosky <[email protected]> wrote:

> I wonder if there is something I could do in the C++ exporter code to
> disable the optimizations or otherwise trigger a full update; it would be
> nice to not have to modify ice trees in order to get them to export
> correctly.****
>
> ** **
>
> ** **
>
> *From:* Eric Cosky [mailto:[email protected]]
> *Sent:* Thursday, May 09, 2013 12:18 PM
> *To:* '[email protected]'
> *Subject:* RE: Looking for exporting tips with ICE topology - SI2014****
>
> ** **
>
> I’m not familiar with the ice optimization problem but it sounds like a
> reasonable explanation for what I’m seeing. Thanks for the suggestion.****
>
> ** **
>
> ** **
>
> *From:* [email protected] [
> mailto:[email protected]<[email protected]>]
> *On Behalf Of *Fabricio Chamon
> *Sent:* Thursday, May 09, 2013 12:12 PM
> *To:* [email protected]
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014****
>
> ** **
>
> Probably hitting the ice optimization problem? Make sure your UVs are
> correctly set by putting a log values just before your set data node.****
>
> ** **
>
> 2013/5/9 Eric Cosky <[email protected]>****
>
> Hi,
>
>
>
> I've recently started using ICE modeling to help with some low poly models
> with tiny textures. The general idea is to make very small components, set
> up the UVs as needed, then make a larger model that is composed of many
> copies of the component. I like this approach because it lets me adjust
> pieces after they have been put into place, including the texture
> projections which will be propagated at any time in the future when the
> original model changes unlike how clone seems to work. With the low
> poly/low
> res textures, it's not always obvious what the best look is going to be
> until it's all together so being able to edit everything including texture
> projections is pretty helpful to the workflow. Here's an example:
> https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
> is made of the two parts shown in front, and it's using just a fraction of
> a
> 128x128 texture. If anyone is interested in looking at the scene, it's
> here:
> https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip
>
>
>
>
>
> The modeling technique generally works as expected, but I am finding that
> the UVs are not reliably available in the final ice model during export.
> For
> instance, the inner ring was exporting the UVs correctly, but not the outer
> - all UVs on the outer were the same (I think [0,1], possibly the original
> projection values which ICE was supposed to override). The exporter is
> written in C++ and works correctly for exporting UVs on normal models, but
> it seems like I have to freeze the modeling to get the UVs to be available.
> Is this a typical thing to need to do with ICE modeling? Hopefully freezing
> isn't a requirement for proper export. The strange part about it is the
> inconsistency between the two ring parts, how one of them exports the uvs
> properly and the other doesn't despite being identically configured (as far
> as I can tell). This isn't a huge problem, just a workflow thing I'm trying
> to understand & optimize before diving into more assets. If freezing is
> required, so be it, would be nice to know if I'm just doing something wrong
> though.
>
>
>
> Also, I am occasionally finding SI2014 gets into a strange state where one
> or more of the ICE models just doesn't appear. It is selectable, but has
> zero triangles/verts. When this happens the only thing I found to make them
> reappear was to move the object in the hierarchy, which of course seems
> like
> a bug but perhaps I am just missing something here. If nobody else is
> seeing
> this I wonder if it has something to do with the use of RTShaders. I was
> thinking perhaps shuffling the current frame to/from the first frame of the
> scene might help but it doesn't, the only thing that fixed it for me was
> moving the objects in the hierarchy.
>
>
>
> Any tips or suggestions on typical problems & workarounds for dealing with
> ice models in the context of exporting the assets would be appreciated,
> thanks.
>
> ****
>
> ** **
>

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