*I have tried sticking them to the emit location without any luck, so I am a bit stuck here. *
What did you try? Maybe share your ice tree or a simple scene Simon Reeves London, UK *[email protected] <[email protected]>* *www.simonreeves.com <http://www.simonreeves.com>* *www.analogstudio.co.uk <http://www.analogstudio.co.uk>* On 12 January 2015 at 11:27, Morten Bartholdy <[email protected]> wrote: > Thanks for the input Thomas. This is a bit above my head when it comes > to ICE skills - I take it you mean I should get and then set EmitLocation > on the non deformed grid, reinterpret them onto the deformed grid by > setting them as EmitLocations, then read these in an ICE tree on the > pointcloud and use them as emit location, no!? > > > > I may have gotten the first get and set parts on the grids right although > I am not quite sure, but have no idea how to use this data to create > strands at these locations. > > > > I guess it is time to take a closer look at Kristinka then :/ I hope it > will support push deforming geometry... > > > > > > Morten > > > > > Den 9. januar 2015 kl. 17:10 skrev Thomas Volkmann < > [email protected]>: > > Just from the top of my head, as I don't have time to set sth up right > now: make two grids. On the first you set the positions where you want > your strands to be. This grid stays undeformed. The second grid is a copy > of the first and this one will be deformed. You can get the locations from > grid one and use them on the deformed grid with a compound called > "reinterpret location on new geometry". That way they should stick. I hope > that gets you somewhere... > Or if your setup permits you can do it on one mesh using the emitLocation, > or some custom parameter for the location. This has to be stored before the > push operator and read afterwards...so you would need two ice trees for > that. > > cheers, > Thomas > > Morten Bartholdy <[email protected]> hat am 9. Januar 2015 um 16:33 > geschrieben: > > > > I am generating strands from a grid which I want to deform with a push > deformer and have the strands stick like fur when it does so. I am using > Emit Strands and it works fine until I start deforming the grid - then the > strands start moving around on the surface. I have tried sticking them to > the emit location without any luck, so I am a bit stuck here. > > > > It is a setup I created a while ago which makes a grassy patch with > various controls for length, bending, variation and non simulated > turbulence for wind style animation, etc. so I can't readily use Kristinka > or Paul Smiths Fuzz instead. > > > > Is there a way to use Emit Strands for this, or do I have to go with > another strand generation method? > > > > > > Thanks - Morten > > > > > > > > > > > > >

