Inside Sabertooth
Learn how Sabertooth uses 3ds Max to create 3D interactive projects, including HBO Go’s Game of Thrones interactive experience
  • 1/3
You are here: Forum Home / Autodesk® Softimage® / ICE - Interactive Creative Environment / render only phase1 particles
  RSS 2.0 ATOM  

render only phase1 particles
Rate this thread
 
61368
 
Permlink of this thread  
avatar
  • megaxsi
  • Posted: 26 October 2011 12:08 AM
  • Total Posts: 3
  • Joined: 24 October 2011 11:06 PM

Hi, I have a scene with fluid pouring down in a glass. As the fluid gets into the glass bubbles are spawning. The fluid is set up as phase0 and the bubbles as phase1. Though I need the phase0 particles to remain due to interaction with the phase1 particles, I only want to render the phase1 (bubbles) particles. Is this possible?

br

O



Attachment Attachment
Replies: 0
avatar

Probably not the best way to do it, but you could add a custom boolean ICEAttribute to each particle that tells you which phase it’s in and create a render tree based upon a color switch shader and a boolean attribute shader to read from the ICEAttribute. One value gives the color switch the color you want to render, the other value gives the color switch a transparent, invisible particle…
If this trick works with Lagoa is another question, which I sadly ATM cannot test…



The “other” Softimage community: si-community.com

Replies: 0
avatar

Hirazi Blue 26 October 2011 07:05 AM

Probably not the best way to do it, but you could add a custom boolean ICEAttribute to each particle that tells you which phase it’s in and create a render tree based upon a color switch shader and a boolean attribute shader to read from the ICEAttribute. One value gives the color switch the color you want to render, the other value gives the color switch a transparent, invisible particle…
If this trick works with Lagoa is another question, which I sadly ATM cannot test…

I was going to say pretty much the same thing: pull the State_ID attribute into your render tree and use that ton [somehow] control what renders.



Replies: 3
/userdata/avatar/93trncaa6.jpg

Does this mean the Lagoa Phase uses the “normal” State_ID?
This uncertainty made me opt for a custom ICEAttribute. (And the fact, I couldn’t check...)

Author: Hirazi Blue

Replied: 26 October 2011 11:25 PM  
/userdata/avatar/efhfqre47_sblair3.jpg

The screenshot didn’t load when I was here before (really).
I see the screenshot now, so I would try with the Lagoa_PhaseID attribute.

Author: StephenBlair

Replied: 26 October 2011 11:36 PM  
/userdata/avatar/93trncaa6.jpg

OT & @StephenBlair: it would be nice if the Lagoa specific attributes would find their place (with a little description, obviously) in the ICE Attributes List in the User’s Guide…

Author: Hirazi Blue

Replied: 26 October 2011 11:45 PM  
avatar
  • megaxsi
  • Posted: 27 October 2011 07:42 PM

Hi,
thanks for the replies, I give it a try and let you know if it turned out good



Replies: 0
avatar
  • megaxsi
  • Posted: 27 October 2011 08:30 PM

Hi, I dont seem to get it right. I plug 2 Set data nodes and in exlporer I choose Lagoa Phase id and plug them into each Lagoa phase nodes in the icetree.
Then in the rendertree I plug a Boolean attribute shader and selec State id ( cant find any Lagoa Phase id attribute) and connect that to a colorswitch and to a color to scalar and to diffuse on a Phong. (booleanshader-->Colorswitch--->colortoscalar--->phong

But I still see all the particles even though i choose transpancey in color1 in the colorswitch.
Could you please explain a little bit more detaild......really appreciate it/O



Replies: 1
/userdata/avatar/93trncaa6.jpg

There seems to be a little mix-up between my own first explanation and StephenBlair’s approach. If you plan to use the “Lagoa Phase ID”, which you must in this case: State ID won’t help you, I’m afraid, you don’t have to set any data (Lagoa does this for you). Setting the ICEAttribute explicitly would only be needed, if you were planning to use a custom ICEAttribute, like in my original approach.
This “Lagoa Phase ID” however returns an integer, so reading it with a Boolean Attribute Shader won’t work, you must use an Integer Attribute Shader for that. After you’ve gotten this Integer safely into the Render Tree you’d have use the conversion nodes to turn them into a Boolean. There is no “Integer to Boolean” conversion, so you’d have to use the “Integer to Scalar” followed by the “Scalar to Boolean” node…

Author: Hirazi Blue

Replied: 27 October 2011 11:40 PM