Ok.. I found a way to what I really wanted to do – using Motion Tools, I can 
create Polygon Islands into manipulable point clouds (with another plugin) – 
and drive the polygon Islands with said point clouds. AND I can convert any 
instances on a particle cloud I create in Blender to meshes very easily for 
said UV’d islands. So I can use Blender to scatter my instances, convert them 
to UV’d meshes (the particle instances) in blender (CTRL+SHIFT+A) – import them 
via OBJ or something into SI, use motion tools and whatever ICE what-not I have 
to drive the polygon Islands (after creating them properly) and then export 
that polygon island vertex animation to my renderer. All good. 

Probably not as direct as EM Topolizer 2. But a bit cheaper. 


-Draise



From: Christopher McCabe
Sent: 07 December 2015 10:06
To: [email protected]
Subject: Re: Covert instance with UV and material to polygon mesh - how?


EM Topolizer 2 is the best.
http://www.mootzoid.com/plugin/emtopolizer2
Or you can try Save Render Mesh
http://www.andynicholas.com/?p=57
You have to use MR with Save Render Mesh to get the geometry out of Softimage.

On Fri, Dec 4, 2015 at 10:07 PM, Andres Stephens <[email protected]> wrote:
I've been using ICE scatter tools and motion tools, and  I've found some fun  
vertex geometry caching to Direct X 11 gpu renderer from Softimage that is fun 
to use . I would like to render my instanced things, but I first need to 
convert them to polygon meshes, and assign them UVs and materials. 

I have used Create Polygon Mesh from Instance compound found in the SI 
community forums. I got it working like a charm after some effort. But now I 
have found the new meshes have no UVs. It has material IDs assigned via ICE, 
but no real UVs or material clusters...  Which I need. 

Is there a better way to convert instances that have UVs and materials into 
meshes with UVs and materials? 

Or is there a way to convert a material ID into a polygon cluster and/or 
something like a material with the instanced object UV transferred over? 

Or is there a way to scatter and manipulate geometry using geometry latched to 
particles but no instances, with the geometry (and their UVs and material) 
directly? 

Some pointers would be greatly appreciated... 

Thanks!

-Draise


Sent from my Samsung device



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