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 <alan.fregt...@gmail.com> 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 <jclausin...@yahoo.com>wrote:
>
>> that with a string and string array, worked perfectly.....
>>
>> thanks as alway Alan.!
>>
>> john
>>
>>
>>   ------------------------------
>> *From:* Alan Fregtman <alan.fregt...@gmail.com>
>> *To:* john clausing <jclausin...@yahoo.com>;
>> 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 <jclausin...@yahoo.com>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
>>
>>
>>
>>
>>
>

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