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hi guys! I have a grid deformed by a bulge operator randomized by a “turbulate around value” ice node; I also have a weightmap based on the points y value (highest=1, lowest=0)
than I disconnected all the edges, applied a smooth operator connected to the weightmap and than a weldedges operator so that I get the mesh disconnected where the points are turbulized
now I need some of that detached polys to leap away… how can I do that???
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you better post on xsibase.com
few people read here on softimage stuff, and what you ask is a bit complicate
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I don’t think you can do that with ICE. May be I’m wrong but I think it’s not possible to get ICE work on polygons. It works on points. If that was possible, we could be able to do cool fragmentation effects with ICE. Accessing polygons opens up a whole new dimension.
I may be wrong, I’ll keep watching this thread if someone proves me wrong.
As per your particular effect you can try a workaround.
1. Generate a point cloud based upon the polygon position of the grid. (Emit/Add)
2. Set the shape of the points to rectangle.
3. Do a closest location on geometry (the grid) and get the weightmap value of the closest location.
4. Use this value to turbulize and spin the paricles. You can use this value to control the sizes of the particles as seen in your image.
Hope that helps!
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just a quick idea
what if you were to create each particle as a bilbord that looked like a polygon?
you can control them using a variety of thigns like weightmaps or an image.
I do know that you can use instanced geometry and use Ice to control them.
Digital tutors had a tutorial on makeing what looked like pills falling out of a jar.
what you can do is create a single poly and instance it and control each instance using ICE and posibly a weightmap. I have never done this but I thought I would throw the idea at you. :P
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