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. > > **** > > ** ** >

