I am always aware of the "language" of a software solution to a problem (and 
specially a field of study)… you will perfectly build a great ICE based 
population tool and you will be probably super-happy with the solution… in a 
few years though things will potentially look weird and that is because as we 
learn and learn we will see there is not a knowledge of the design applied 
because the system does not have the knowledge and does not provide the right 
language to define it.

To put an example, if you are about to build a town you should have quite a lot 
of insider knowledge on architecture and urbanism, the software tool should 
know about the elements and rules, the mechanics and the various aspects that 
govern city design to produce something that makes sense. A bunch of boxes 
won't cut it any more and the same happens with vegetation.

Another good example is crowd simulation, it is great you can move particles 
and avoid each other, have sort of control and sort of a IA approach but only a 
correct model will produce the results that in 5 years time will still look 
great.

There is the option of doing it yourself, and you know what? may be look even 
better but the fact is that the very difficult 7 years studying architecture I 
dealt with gave me the tools that I suspect will take you at least 7 years to 
learn. (if you are a genius less but this won't be a matter of months.)

Therefore, crowds, vegetation, ecosystems, architecture, engineering are fields 
I tread very carefully and first of all look at which tools deal with the 
necessary language to model the system, then I see how can I bring the data to 
my favourite tool (XSI for example) and this approach forces me to really get 
inside that particular field.

So my approach with vegetation is to use Vue and World maker and then export 
the data to the tool of choice for rendering. The process is always very 
painful and flexibility is the price in many many occasions, but if you find 
the right workflow the speed increases tenfold and the results are unbeatable.

Please remember this is my opinion and certainly there are many other valid 
ways around.

Hope it helps...

Jordi Bares
[email protected]

On 1 Feb 2014, at 05:49, Enrique Caballero <[email protected]> wrote:

> Hey everyone,
>   I was hoping to pick your brains.
> 
> 
> I am currently doing some research on how to simplify, and make cheaper our 
> set dressing process over at this small shop that I work at.
> 
> In the old days, when we did small simple shows, set dressing wasn't very 
> difficult for us as there were limited amounts of props and environment 
> pieces.  We would just import referenced models and place them by hand/
> 
> But now that we do full forests and large amounts of rocks and plant life, we 
> need to upgrade our techniques. As our original techniques are no longer 
> sufficient.
> 
> 
> 
> I am looking at how ICE can help us with the initial set dressing.  Maybe by 
> painting weight maps we can spawn different types of mushrooms and trees etc.
> 
> 
> I am currently experimenting with Dart Throw, and it looks very promising. 
> Thanks Julian!
> 
> Although I need to figure out how to get it to switch between different geo 
> types, IE. Trees, mushrooms, etc.  Currently I can only get it to spawn one 
> geo type at a time.
> 
> I was wondering if anyone had any ideas about how we could simplify this 
> stuff,  as I said before, currently I am looking at Dart throw and ABScatter 
> to see if they can help us out, but I am open minded.  Has anyone tried Vue 
> Studio or anything similar that they can recommend?
> 
> best,
> Enrique

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