Re: hide an instance by particle ID
Should work I guess. I prefer the Point shape though; it's lighter. On Fri, Aug 10, 2012 at 12:00 PM, Peter Agg wrote: > How would it react to having the shape set as an empty polymesh? I know it > used to insta-kill mental ray if you tried doing that, but is that still > the case now we have the Empty Poly Mesh as an actual 'thing'? > > > > On 10 August 2012 16:49, Alan Fregtman wrote: > >> Happy to help! :) >> >> If you want to restore the instance shape after, you could technically >> get self.Shape and set it to a custom attribute when you're setting your >> instance shapes, say self.OriginalShape, then when you wanna switch back to >> the instanceshape, read that custom attribute and set self.Shape with its >> data. >> >> >> >> On Fri, Aug 10, 2012 at 11:44 AM, john clausing wrote: >> >>> that with a string and string array, worked perfectly. >>> >>> thanks as alway Alan.! >>> >>> john >>> >>> >>> -------------- >>> *From:* Alan Fregtman >>> *To:* john clausing ; >>> softimage@listproc.autodesk.com >>> *Sent:* Friday, August 10, 2012 11:39 AM >>> *Subject:* Re: hide an instance by particle ID >>> >>> You could set their self.Shape to "Point" by testing their indices and >>> they won't render (without a pointcloud renderer/shader.) >>> >>> >>> On Fri, Aug 10, 2012 at 11:36 AM, john clausing >>> wrote: >>> >>> i have a particle cloud with geo instances attatched to them... >>> in some cases, i need to "hide" the instances and replace them with >>> actual geometry. >>> >>> normally, i would just delete these associated particles by ID, however, >>> i still need the particles to generate pose information for the practicle >>> geo and "constrain" them ("transform objects by particle") to the generated >>> particles. >>> >>> alternatively, i could plot the animation, then delete the particle, but >>> i want to keep it all live. >>> >>> is there anyway to selectively hide instanced geometry by ID? >>> >>> thanks all, >>> >>> john >>> >>> >>> >>> >>> >> >
Re: hide an instance by particle ID
How would it react to having the shape set as an empty polymesh? I know it used to insta-kill mental ray if you tried doing that, but is that still the case now we have the Empty Poly Mesh as an actual 'thing'? On 10 August 2012 16:49, Alan Fregtman wrote: > Happy to help! :) > > If you want to restore the instance shape after, you could technically get > self.Shape and set it to a custom attribute when you're setting your > instance shapes, say self.OriginalShape, then when you wanna switch back to > the instanceshape, read that custom attribute and set self.Shape with its > data. > > > > On Fri, Aug 10, 2012 at 11:44 AM, john clausing wrote: > >> that with a string and string array, worked perfectly. >> >> thanks as alway Alan.! >> >> john >> >> >> -- >> *From:* Alan Fregtman >> *To:* john clausing ; >> softimage@listproc.autodesk.com >> *Sent:* Friday, August 10, 2012 11:39 AM >> *Subject:* Re: hide an instance by particle ID >> >> You could set their self.Shape to "Point" by testing their indices and >> they won't render (without a pointcloud renderer/shader.) >> >> >> On Fri, Aug 10, 2012 at 11:36 AM, john clausing wrote: >> >> i have a particle cloud with geo instances attatched to them... >> in some cases, i need to "hide" the instances and replace them with >> actual geometry. >> >> normally, i would just delete these associated particles by ID, however, >> i still need the particles to generate pose information for the practicle >> geo and "constrain" them ("transform objects by particle") to the generated >> particles. >> >> alternatively, i could plot the animation, then delete the particle, but >> i want to keep it all live. >> >> is there anyway to selectively hide instanced geometry by ID? >> >> thanks all, >> >> john >> >> >> >> >> >
Re: hide an instance by particle ID
Happy to help! :) If you want to restore the instance shape after, you could technically get self.Shape and set it to a custom attribute when you're setting your instance shapes, say self.OriginalShape, then when you wanna switch back to the instanceshape, read that custom attribute and set self.Shape with its data. On Fri, Aug 10, 2012 at 11:44 AM, john clausing wrote: > that with a string and string array, worked perfectly. > > thanks as alway Alan.! > > john > > > -- > *From:* Alan Fregtman > *To:* john clausing ; > softimage@listproc.autodesk.com > *Sent:* Friday, August 10, 2012 11:39 AM > *Subject:* Re: hide an instance by particle ID > > You could set their self.Shape to "Point" by testing their indices and > they won't render (without a pointcloud renderer/shader.) > > > On Fri, Aug 10, 2012 at 11:36 AM, john clausing wrote: > > i have a particle cloud with geo instances attatched to them... > in some cases, i need to "hide" the instances and replace them with actual > geometry. > > normally, i would just delete these associated particles by ID, however, i > still need the particles to generate pose information for the practicle geo > and "constrain" them ("transform objects by particle") to the generated > particles. > > alternatively, i could plot the animation, then delete the particle, but i > want to keep it all live. > > is there anyway to selectively hide instanced geometry by ID? > > thanks all, > > john > > > > >
Re: hide an instance by particle ID
that with a string and string array, worked perfectly. thanks as alway Alan.! john From: Alan Fregtman To: john clausing ; softimage@listproc.autodesk.com Sent: Friday, August 10, 2012 11:39 AM Subject: Re: hide an instance by particle ID You could set their self.Shape to "Point" by testing their indices and they won't render (without a pointcloud renderer/shader.) On Fri, Aug 10, 2012 at 11:36 AM, john clausing wrote: i have a particle cloud with geo instances attatched to them... >in some cases, i need to "hide" the instances and replace them with actual >geometry. > > >normally, i would just delete these associated particles by ID, however, i >still need the particles to generate pose information for the practicle geo >and "constrain" them ("transform objects by particle") to the generated >particles. > > >alternatively, i could plot the animation, then delete the particle, but i >want to keep it all live. > > >is there anyway to selectively hide instanced geometry by ID? > > >thanks all, > > >john >
Re: hide an instance by particle ID
You could set their self.Shape to "Point" by testing their indices and they won't render (without a pointcloud renderer/shader.) On Fri, Aug 10, 2012 at 11:36 AM, john clausing wrote: > i have a particle cloud with geo instances attatched to them... > in some cases, i need to "hide" the instances and replace them with actual > geometry. > > normally, i would just delete these associated particles by ID, however, i > still need the particles to generate pose information for the practicle geo > and "constrain" them ("transform objects by particle") to the generated > particles. > > alternatively, i could plot the animation, then delete the particle, but i > want to keep it all live. > > is there anyway to selectively hide instanced geometry by ID? > > thanks all, > > john >
hide an instance by particle ID
i have a particle cloud with geo instances attatched to them... in some cases, i need to "hide" the instances and replace them with actual geometry. normally, i would just delete these associated particles by ID, however, i still need the particles to generate pose information for the practicle geo and "constrain" them ("transform objects by particle") to the generated particles. alternatively, i could plot the animation, then delete the particle, but i want to keep it all live. is there anyway to selectively hide instanced geometry by ID? thanks all, john