While you can end up with the same result, Instances and ICE topology compounds 
serve different purposes and take different paths to get there.

ICE topology is designed to create/delete/modify geometry via rules/algorithms. 
 Define your own vertices, and use the other nodes to connect the dots to form 
geometry.  You can reuse the same vertex definitions across many geometries, 
but in the end you’ll have multiple copies of the geometry in memory.  For 
example, if you have a polygon mesh of 1,000 vertices and need to make 50 
copies of the object, in the end you’ll have 50,000 vertices.

Instances are intended to reduce computation and resources to draw the same 
thing multiple times with only subtle adjustments such as transformations.  A 
model is loaded into memory once, and that copy of data is used to redraw the 
model many times (ie; instanced).  In the end, only one copy of the geometry 
exists.  The rest are placeholders (nulls) to act as instruction to where to 
place/draw the instances.  Using the above example, you’ll only have 1,000 
vertices in memory no matter how many instances you make.  How the renderer 
handles that information varies.


You can make instances on top of instances, however you’ll need to do the work 
to figure out how to offset an instance relative to the instance it’s being 
placed upon.  Easiest way to do that is to lookup the instance master as you’ll 
have access to the original geometry, do your offset computations, then compute 
the local transform from that offset to the instance model null.  That offset 
should be used to offset the 2nd instance from the first.

In more concrete terms:

If you have instances of houses and birds and you want the bird instances to 
sit in random locations on the roofs of the house instances, then you should 
perform your offset computations on the house instance master (raycast from sky 
towards roof, for example), compute the transform to get from the house 
instance master model null to the spot on the roof you want to place the bird 
instance, then apply that transformation to the house instance located 
elsewhere in the scene where the bird instance will be applied.  From the SDK’s 
point of view, an instance is a special case null with a fancy icon.



Matt




From: [email protected] 
[mailto:[email protected]] On Behalf Of pedro santos
Sent: Monday, August 04, 2014 8:32 AM
To: Softimage Mailing List
Subject: Re: Instances vs Topology Mesh

Guess the Gif doesn't work in the mail, here goes the link to the image: 
https://dl.dropboxusercontent.com/u/143766132/bin/FractalCube.gif

Cheers

On Mon, Aug 4, 2014 at 4:30 PM, pedro santos 
<[email protected]<mailto:[email protected]>> wrote:
I was polishing my coumpound to make copies of a group of polymeshes onto a 
polymesh points/edges/vertices, through ICE Topology and struggling a lot to 
pass properties like UVs from the each object in the group to the polygns in 
the topology. Something that is already implemented with Instance shapes. So 
why bother with ICE Topo at all?
Since this effefort was made to "copy" LightWave's instancing I tried to get 
something to work here that I can't in LW: Get instances over instances. In ICE 
Topo case, getting copies over copies.
And things stack up. Something I don't know if, but guess I couldn't make with 
instance shapes.
This is on its base just one cube. It's copied to each of his own faces and the 
same done for the new copies.
When I rotate the cube's positions all the copies follow.

[https://dl.dropboxusercontent.com/u/143766132/bin/FractalCube.gif]

While I guess ICE Topo performance and property transfer can't rival with 
instance shapes, I guess I found a case where it allows something unique.
Any other cases to consider ICE Topo vs instance shapes?

Cheers
Pedro

--
________________________________
[http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]

Pedro Alpiarça dos Santos
Animator  3DModeler  Illustrator
>>  http://probiner.x10.mx/





--
________________________________
[http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]

Pedro Alpiarça dos Santos
Animator  3DModeler  Illustrator
>>  http://probiner.x10.mx/


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