Search found 157 matches
- 28 Jan 2013, 17:42
- Forum: ICE
- Topic: Fur strands on displaced mesh.
- Replies: 7
- Views: 1089
Re: Fur strands on displaced mesh.
That is what we are doing and it seems to work ok. It's just a very slow process on 10 mill strands.
- 28 Jan 2013, 16:02
- Forum: ICE
- Topic: Fur strands on displaced mesh.
- Replies: 7
- Views: 1089
Fur strands on displaced mesh.
How do you guys go about offsetting strands on displaced objects to follow the surface precisely. We are working on an animal model with very short hair, and the geometry has a zbrush displacement map applied. I'm using the same displacement map to push points up or down along their normal to try an...
- 12 Dec 2012, 21:39
- Forum: ICE Compounds
- Topic: Wave-Curl Compound by Werner Ziemerink
- Replies: 26
- Views: 33280
Re: Wave-Curl Compound by Werner Ziemerink
Hi barbapapa, The quickest way to make it work with aaocean, is to go into the wave curl compound and connect the y between the 3D Vector to Scalar - Scalar to Vector. That section checks if the points on the mesh are below or equal to 0. If yes, then it moves them to 0. This helped to get rid of th...
- 05 Dec 2012, 11:36
- Forum: ICE
- Topic: Stick particles to emit location?
- Replies: 4
- Views: 1236
Re: Stick particles to emit location?
Hi Zybrand, That is our problem as well. We did manage to find a work around though. There is a cool little compound called something like "deform hair" in Kristinka 3 that works. Check the Kristinka sample scenes. Not sure if it uses uv's but everything stays in the modelling stack and mo...
- 05 Dec 2012, 09:13
- Forum: ICE
- Topic: Stick particles to emit location?
- Replies: 4
- Views: 1236
Stick particles to emit location?
Hi, I must be losing my mind....In the past I used to get the particle emit location and set the pointposition, so that particles don't swim over a deformed (bones) mesh. This does not seam to work anymore. I feel like and idiot because the only way I can get this to work is to do it in post sim tre...
- 28 Nov 2012, 13:13
- Forum: ICE
- Topic: emTools:Equal Distribution on Surface?
- Replies: 1
- Views: 554
Re: emTools:Equal Distribution on Surface?
Argh...post in wrong place. Admin, Please move this post to the right section.
Moderator edit: no problem - HB
Moderator edit: no problem - HB
- 28 Nov 2012, 12:51
- Forum: ICE
- Topic: emTools:Equal Distribution on Surface?
- Replies: 1
- Views: 554
emTools:Equal Distribution on Surface?
Hi, I'm having a hard time to understand the Custom distance evaluation on this tool. We are trying to drive particle size with weightmaps on a surface and also use this weightmap to manipulate the distances between particles over the surface. This would be very handy when you paint away and distanc...
- 11 Jul 2012, 12:58
- Forum: ICE Compounds
- Topic: Digi Board Strand Compound
- Replies: 0
- Views: 4716
Digi Board Strand Compound
Hi guys and girls, Here is a quick compound I did a while back. It's very basic but it might be useful. The compound emits particles with strands, so create an empty point cloud with simulated ICE tree, and plug in a grid as emitter object. [media]https://vimeo.com/44923153[/media] Here is the downl...
- 12 Jun 2012, 21:12
- Forum: ICE
- Topic: CrowdFX question
- Replies: 2
- Views: 551
Re: CrowdFX question
Yes that was it...or the kickstart bit when selecting the projection in the shaders that did the trick.
Thanks Hirazi and especialy Stephen Blair for the help and video.
Thanks Hirazi and especialy Stephen Blair for the help and video.
- 12 Jun 2012, 11:33
- Forum: ICE
- Topic: CrowdFX question
- Replies: 2
- Views: 551
CrowdFX question
I'm playing around with CrowdFX and found that I can't change the actors textures. In the docs under CrowdFX "Modifying the Actor's Materials and Textures" it states that one should pick the right projection, which I did, but still nothing. I created a new model from the default pedestrian...
- 11 Jun 2012, 20:07
- Forum: ICE
- Topic: Procedural sea shell
- Replies: 11
- Views: 5069
Re: Procedural sea shell
here's one more. Apperantly there is a '92 Siggraph paper on procedural seashell generation' out there.
- 22 Feb 2012, 20:33
- Forum: Finished Work
- Topic: Bee
- Replies: 6
- Views: 1884
Re: Bee
Thanks diissar!
Here is the full commercial me and the talented guys at Luma did.
Here is the full commercial me and the talented guys at Luma did.
- 22 Feb 2012, 17:22
- Forum: Finished Work
- Topic: Bee
- Replies: 6
- Views: 1884
Bee
Rendered in Arnold. Post in Photoshop.
- 21 Feb 2012, 07:14
- Forum: Finished Work
- Topic: Sandoz
- Replies: 2
- Views: 1101
Sandoz
Here is our latest work.
Lots of fun to do, and well done to all the guys at Luma who worked on this.
More info and concept art here
http://www.luma.co.za/Sandoz
Lots of fun to do, and well done to all the guys at Luma who worked on this.
More info and concept art here
http://www.luma.co.za/Sandoz
- 14 Feb 2012, 14:05
- Forum: Plugins
- Topic: quickPrimitive
- Replies: 119
- Views: 95818
Re: quickPrimitive
We're loving this tool. Thanks again!
Just one question about scale. Would it be possible to have the true scale under SRT once created?
No matter what size geometry I create, it always shows scale values of 1,1,1
Not a big problem...just wondering.
Just one question about scale. Would it be possible to have the true scale under SRT once created?
No matter what size geometry I create, it always shows scale values of 1,1,1
Not a big problem...just wondering.
- 14 Feb 2012, 11:30
- Forum: Plugins
- Topic: quickPrimitive
- Replies: 119
- Views: 95818
Re: quickPrimitive
Wow. Thanks. This will be super useful