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how to get a profile of a highpoly engine ? (bool) ?
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  • ewok
  • Posted: 14 September 2009 02:53 AM
  • Total Posts: 13
  • Joined: 2008-02-21 18:08:29

dear forum,

my recent task to produce a profile rendering of a 8000-part automotive engine which
kept me busy in the last hours in order to find a suitable solution.

currently i’m trying to bool with xsi, parts by parts which is very time consuming indeed.
the boolean operator of xsi is very strong, but the calculating time one core (only) pushes the completion time far foward.

1. I would like to build a compound for ice in order to get the boolean operator multicore calculating. is it possible to get a result like this in ice ?
any believes, ideas or comments and inputs are welcome indeed.

2. Does anyone of you know a more efficient procedure to cut a profile out of a high-poly count object?

thanks very much in advance - i appreciate your help indeed.
marc.



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  • Steve_C
  • Posted: 07 December 2009 03:44 PM
  • Total Posts: 64
  • Joined: 2008-02-25 10:28:22

Wow. 8k parts is daunting.
The developers mentioned that you can get ICE to produce virtually anything so I do not see why it cannot be done. However your looking at a lot of calculations and some large ICE node layouts.
Its not something I want to tackle but you may get some help from the SI folks if you have a maitance contract. Otherwise you will need to study how boolean works and try to mimic it in ICE using the existing nodes.

Good luck.



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  • RedBjarne
  • Posted: 13 December 2009 12:08 PM
  • Location: Copenhagen
  • Total Posts: 40
  • Joined: 2008-02-22 07:47:44

If it’s just a ‘clean’ cut you want, you could try and fiddle with the camera clipping planes so the renderer cuts your object for you. That should be alot quicker than boolean, but you would have to do some post-work on the images if you want anything else than a ‘front’ rendering.

You could also use the same principle and create a shader that uses the scalar_state-Ray_Length node together with transparency to make a cut through your geometry.



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