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

