PS: If you want to setup passes, the ICE particle data has to be in the scene to render. This means if you do not want to see it, disable primary and secondary rays of the ICE volume. Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night
_____ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger Sent: Thursday, January 21, 2016 9:31 AM To: 'Morten Bartholdy'; softimage@listproc.autodesk.com Subject: RE: Hiding geometry inside volume? Hi I havent tested it in a long time, but you can use the particle_density shader on any object and pick the particle data from your ICE sim. Imagine a weight map of the intersection of particles with your object. Holger Schönberger technical director The day has 24 hours, if that does not suffice, I will take the night _____ From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten Bartholdy Sent: Wednesday, January 20, 2016 12:35 PM To: softimage@listproc.autodesk.com Subject: Hiding geometry inside volume? I have a shattering and d emolition project going on and would like to hide shattered bits gradually by animating a volume to gradually surround them, or something to the same effect. My question is how to go about hiding objects when they are inside a volume? Can I do that in ICE? I can delete particles by volume, but how do I get from there to hiding geometry? I have yet to explore the possibilities in ICE modeling, but it seems there is nothing in the way of an ICE boolean, and the old style boolean engine can't cope with this geometry. Any ideas are most welcome :) - thanks! Morten