You could increase the density of the mesh, transfer whatever threshold
information you have into a weightmap and then use that in the generate
sample set node.
Unless you need a preposterous amount of detail this should work.
On Oct 28, 2013 9:49 AM, "adrian wyer" <adrian.w...@fluid-pictures.com>
wrote:

> ** ** **
>
> ah yes, that old chestnut... i was trying to do foam from an ocean surface
> (live wave peak weight map to filter emission) i got up to about 10 million
> particles a sec then gave it up as a bad job!****
>
> ** **
>
> you 'could' filter topology of the emitter by texture map values---> build
> new emitter from filtered geometry...****
>
> ** **
>
> big hassle, and not flexible!****
>
> ** **
>  ------------------------------
>
> *From:* **softimage-boun...@listproc.autodesk.com** [mailto:**
> softimage-boun...@listproc.autodesk.com**] *On Behalf Of *Lee Hallett
> *Sent:* 28 October 2013 13:01
> *To:* **softimage@listproc.autodesk.com**
> *Subject:* Re: Emission filter parameters - Texture map****
>
> ** **
>
> Cheers ****Adrian**** - ****
>
> ** **
>
> (unless I misunderstand) that's what I'm already doing at the moment
> unsing the 'filter by texturemap' node plugged into the 'execute on emit'
> input - hence the problem  - I'm having to generate 20million points, then
> delete them 19.5 million of them. ****
>
> ** **
>
> I though there might be a way to utilise the "Emission filter parameters"
> that was introduced within the emission node. You can plug a weightmap into
> it in order to remove this bottle neck. I wondered if there was a way of
> using the same method with an image/texturemap.****
>
>
> ****
>
> *Lee Hallett*
>
> VFX supervisor/Designer/Animator
>
> +44 (0)7919207871****
>
> ** **
>
> On 28 October 2013 12:37, ****adrian**** wyer <
> adrian.w...@fluid-pictures.com> wrote:****
>
> get texture map colour at emission location, if over a certain threshold,
> delete point (plugged into execute on emit)****
>
>  ****
>
> a****
>
>  ****
>  ------------------------------
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Lee Hallett
> *Sent:* 28 October 2013 11:54
> *To:* softimage@listproc.autodesk.com
> *Subject:* Emission filter parameters - Texture map****
>
>  ****
>
> Hi all - it's been quite a while...****
>
>  ****
>
> It's probably been covered before (but a search on the gmail archive threw
> nothing up...) but how can you (or can you) use a 2D image based texture
> map to drive the 'emission filter parameters' in the emit node in ICE.****
>
>  ****
>
> I've got the old issue of having to generate millions of points, then
> filter/delete them after emission. Surely this can be done at the emission
> stage by now? ****
>
>  ****
>
> Cheers strangers...****
>
>  ****
>
>
> ****
>
> *Lee Hallett*
>
> VFX supervisor/Designer/Animator
>
> +44 (0)7919207871 <%2B44%20%280%297919207871>****
>     ------------------------------
>
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