I will admit it would be nice to be able to properly map the islands positions in space. Seems like that should be possible.
On Mon, Nov 12, 2012 at 3:11 PM, Alan Fregtman <alan.fregt...@gmail.com>wrote: > On second thought, if you don't mind inaccurate island positions -- that > is, not the actual island centers -- and you just want to get some > turbulent values, you could use the IDs as vectors (thus plotting them in > space) and because they're in space, you can now sample them and use their > value for noise. > > Here's how I went about it: > > > > > > On Mon, Nov 12, 2012 at 5:45 PM, Alan Fregtman <alan.fregt...@gmail.com>wrote: > >> Nice tree, Simon! :) >> >> Here's a way to use the *Random Value* node: >> >> >> >> If you want to use the Turbulence node then it gets trickier as you must >> correlate your IDs to a specific position in space to properly sample its >> noise. Might try that later. >> >> Hope this helps a bit. >> >> >> On Mon, Nov 12, 2012 at 3:15 PM, Simon van de Lagemaat < >> si...@theembassyvfx.com> wrote: >> >>> Thanks Matt, >>> >>> I've managed to do the first task of isolating and creating and indexing >>> the islands in ICE. Here's the tree, I got the setup from a a forum >>> somewhere, I think they based their setup on Helgees method. >>> >>> https://dl.dropbox.com/u/2741653/icetree.jpg >>> >>> It's the second pass that I'm having trouble with, how to point sample a >>> noise function for each island, or average it between the vertices of each >>> island. >>> >>> This is all getting passed to the RT as attributes. >>> >>> >>> On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind <ml...@carbinestudios.com>wrote: >>> >>>> What you need to do is break the problem down into 2 or more passes. The >>>> first pass identifies and tags polygon islands. The second pass applies >>>> the turbulence effect. >>>> >>>> Identifying polygon islands is a one-time process which you should be >>>> able to accomplish using a scripted command which identifies the islands >>>> and tags them by creating array nodes in an ICE Tree and stores the results >>>> as custom ICE attribute data. >>>> >>>> The second pass can be completed in ICE by reading the custom attribute >>>> data and applying the turbulence as needed. >>>> >>>> Matt >>>> >>>> >>>> >>>> ------------------------------ >>>> *From:* softimage-boun...@listproc.autodesk.com [ >>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de >>>> Lagemaat [si...@theembassyvfx.com] >>>> *Sent:* Saturday, November 10, 2012 8:57 PM >>>> >>>> *To:* softimage@listproc.autodesk.com >>>> *Subject:* Re: polygon island attributes >>>> >>>> Ya I'm looking for a poly island solution which I had kind of thought >>>> wouldn't be straight forward. I'm pretty slow when it comes to putting >>>> around ICE but I've been thinking of some hacky conceptual methods of doing >>>> it. >>>> >>>> 1. creating a particle at the center of every island, getting that >>>> particle to sample a turbulence noise and then passing that value to the >>>> island. >>>> >>>> 2. mapping only one point on the island then passing that value to >>>> the other island points. >>>> >>>> I'm sure there are better ways to do it but those are what my artist >>>> brain came up with so far. I'm not sure about what would require scripting >>>> and what wouldn't >>>> >>>> On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman <alan.fregt...@gmail.com >>>> > wrote: >>>> >>>>> Hi Ciaran, >>>>> >>>>> That would work for polygons individually, but Simon seems to be >>>>> asking about polygon islands (so multiple polys per island.) That's >>>>> quite tricky to get via ICE alone without scripted help. >>>>> >>>>> On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney >>>>> <moloney.cia...@gmail.com> wrote: >>>>> > Dive inside the turbulence compound and replace any instances of >>>>> > pointposition with polygonposition. Also, swap polygonindex for >>>>> point ID. >>>>> > >>>>> > >>>>> > On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat >>>>> > <si...@theembassyvfx.com> wrote: >>>>> >> >>>>> >> Hey all, >>>>> >> >>>>> >> A while ago I asked how to assign random attributes to polygon >>>>> islands and >>>>> >> I've recently revisited that task and used a couple of methods >>>>> using the get >>>>> >> array minimum technique. >>>>> >> >>>>> >> Currently I'm just assigning purely random values using a random >>>>> value >>>>> >> node which has my custom poly island indices plugged into it. What >>>>> I'd like >>>>> >> to do is find a way to drive each islands value via a worley noise >>>>> or >>>>> >> turbulise node so I can get a more patterned, less random change to >>>>> the >>>>> >> values from island to island. The issue is finding a way to sample >>>>> the >>>>> >> noise at one point for each island and I'm not sure how to go about >>>>> that. >>>>> >> >>>>> >> If you have any ideas or could point me to something I'd love to >>>>> hear from >>>>> >> you. >>>>> >> >>>>> >> Cheers. >>>>> > >>>>> > >>>>> >>>> >>>> >>> >> >