Ah yes! I think that's something I can run with! I'll check that out.
Thank you.
-Tim
On 7/15/2014 8:48 AM, Mathieu Leclaire wrote:
I'm basically going to say the same thing Adrian said... we had a
similar project with the same problem.
If there is a direction to your wind, you need to minimize the amount
of rotation the instance have. If your cached plant had wind blowing
in your +X axis, you have to make sure all your plants X-axis point
more or less towards that direction. We used a random of more or less
20 degrees to make sure they are all aligned the same.
Then to control the timing of your animation, you can use a turbulence
to drive the ShapeInstanceTime. That will make sure that you zone your
animation timing so that all the neighbors have a time value close to
them. Turbulence will remove the randomness while ensuring that not
all instances have the same time value. Use a Turbulize Around Value
that you can animate if you want, just add the current frame to the
turbulence result and play with the Turbulence Scale to get the right
look and adjust your range to control the delay in animation.
Does this make sense to you?
-Mathieu
On 15/07/2014 9:34 AM, Tim Crowson wrote:
I'm thinking more of a scenario where the clumps (or whatever is
being instanced) is actually being deformed by some kind of cache
(pointcache probably). I'd like to find a way to offset their
animation, but not strictly randomly...
On 7/15/2014 4:13 AM, adrian wyer wrote:
Signature
make sure your 'ground' has plenty of subdivisions, throw a CAV
property on it, use turbulence in an ice tree to push a fractal
pattern through it
us the rgb values as vectors for clump rotation?
a
------------------------------------------------------------------------
*From:*[email protected]
[mailto:[email protected]] *On Behalf Of *Tim
Crowson
*Sent:* 14 July 2014 23:39
*To:* [email protected]
*Subject:* Randomized but natural offset motion of ICE-scattered items?
I'm looking at using ICE-scattering for more natural set dressing,
but I really need to add some motion in there. I've done a fair bit
of static stuff with over the last couple of years, but applying
natural motion to scattered instances still eludes me. In the case
of grass for example, I can't just offset a clump's animation
randomly... there needs to be a pattern to it, to give the
appearance of wind moving along or whatever. Is it possible to
control (via a noise whose scale I can control), how ICE instances
have their animations activated?
ICE noob here... thinking out loud....
--
*Tim Crowson
*/Lead CG Artist/
*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com
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