that would work very nicely!

On 23 August 2013 12:31, Adam Seeley <[email protected]> wrote:

> Hi,
>
> I figure thatrather than topo generating,  you could get a similar result
> by fixing a grid in front of the camera and effectively, shrink wrapping
> the grid forward onto a sea plane using the camera as the line of
> projection.
>
> Adam.
>  ---------------------
> http://www.linkedin.com/in/adamseeleyuk<http://www.linkedin.com/profile/view?id=21162305>
>  https://vimeo.com/adamseeley <https://vimeo.com/album/2280465>
>
>
>
>
>   ------------------------------
>  *From:* Amaan Akram <[email protected]>
> *To:* [email protected]
> *Cc:* Adam Seeley <[email protected]>
> *Sent:* Friday, 23 August 2013, 10:56
>
> *Subject:* Re: ocean surface generation - arete stylee
>
> Hi Adam,
>
> I am not aware of any plugin that generates polygon density based on
> camera distance. It is something that I have often wanted to do with my
> ocean setups, but never spent the time to come up with a procedural method.
> Doing this in ICE *should* be possible ( i have never tried it), and
> exactly like how you mentioned -- using a grid of points in front of the
> camera to decide polygon density on an ocean grid.
>
> I am linking below the latest build of aaOcean with Softimage 2013 sdk. It
> should allow you to write out exr vector displacement maps via the shader,
> in case that is desired. It also adds some extra controls to match those
> introduced by sidefx H12.5's ocean implementation.
>
> www.amaanakram.com/plugins/aaOceanSuite_2.6/aaOcean2.6_deploy_Rev_226.rar
>
> There are no docs, but there are sample scenes to look at. I haven't had
> time lately to do much softimage work and haven't been able to update the
> docs on my site to reflect the feature changes.
>
> hope this helps in some way.
>
> thanks
> amaan
>
>
> On 23 August 2013 08:55, Stephan Hempel <[email protected]> wrote:
>
> are you looking for something like this:
> http://www.si-community.com/community/viewtopic.php?f=4&t=3504
>
> Stephan.
>
> am Donnerstag, 22. August 2013 um 23:23 schriebst Du:
>
>
> Hi,
>
> For those that remember the old Arete Psunami plugin...
>
> I always liked ocean surface geometry generator, the one that gave you a
> grid with fine detail close up and low detail in the distance and that was
> only generated within the cameras field of view.
> I think it kept the girid lines it aligned with the camera as well.
>
> Does anyone know of something similar floating around?
>
> I'd love to have the time to figure out an ICE topo tree to create it but
> no such chance right now.
>
> (hm.. could try projecting a grid from the camera position onto a ground
> plane though!)
>
> Thanks,
>
> Adam.
>
> ---------------------
> http://www.linkedin.com/in/adamseeleyuk
> https://vimeo.com/adamseeley
>
>
>
>
>
> From: Toonafish <[email protected]>
> To: [email protected]
> Sent: Thursday, 22 August 2013, 15:11
> Subject: Re: Envelope freeze
>
>
> why not create a duplicate of the character, freeze it, and then toggle
> render visibility of the enveloped and frozen one? Simple but effective.
>
> - Ronald
>
>
> On 8/22/2013 15:47, Eric Lampi wrote:
> Can anyone think of a clever way to "freeze" a mesh that's enveloped but
> not destructively?
>
> I'm adding some simulation functions to our character rig, basically just
> a copy of the enveloped mesh that I am using for particle generation. In
> order for my setup to work, it needs to be a static pose. So what I am
> looking for is a way to remove the envelope's influence on a frame I
> choose, but keeping that static pose. Something like when you mute the
> envelope operator, but the mesh needs to stay in that pose and not snap
> back to it's pre-enveloped position.
>
> I want to be able to re-enable the envelope if I need to.
>
> Thanks,
> Eric
>
>
> Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work
>
>
>
>
>
> --
> 3D Artist/TD @ The Mill, London
> http://www.amaanakram.com
>
>
>


-- 
3D Artist/TD @ The Mill, London
http://www.amaanakram.com

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