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.
>>>>> >
>>>>> >
>>>>>
>>>>
>>>>
>>>
>>
>

Reply via email to