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>**** > ------------------------------ > > No virus found in this message. > Checked by AVG - www.avg.com > Version: 2013.0.3426 / Virus Database: 3222/6786 - Release Date: 10/27/13* > *** > > ** ** > ------------------------------ > > No virus found in this message. > Checked by AVG - www.avg.com > Version: 2013.0.3426 / Virus Database: 3222/6786 - Release Date: 10/27/13* > *** >