*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
>
>
>
>
>
>
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>

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