Search found 70 matches

by Matic
05 Jan 2012, 20:34
Forum: ICE
Topic: particle balloon question
Replies: 1
Views: 2483

Re: particle balloon question

I would like a balloon particle (easy enough) and a strand that flows along behind it, I have been able to do this by copying the ballon particle and then changing its particle type to strands plus a few more strand nodes. However, I would to refine this so it is in one point cloud or the strand po...
by Matic
04 Jan 2012, 18:22
Forum: Plugins
Topic: Ice workflow utils
Replies: 8
Views: 5668

Re: Ice workflow utils

I love the idea of right-clicking on an input and having a "get this data" option - a very elegant and brilliantly obvious idea. Thanks for sharing!
by Matic
19 Dec 2011, 03:34
Forum: ICE
Topic: Dirt/sand in Lagoa - noob question
Replies: 6
Views: 2239

Re: Dirt/sand in Lagoa - noob question

Sounds like collisions are imparting energy to your particles, a common problem in sims like this. At a subframe level when an overlap (collision) is detected often an impulse force is imparted to move the particle outside the collision area. If the sim's accuracy is too low this "restitution f...
by Matic
19 Dec 2011, 03:21
Forum: ICE
Topic: Dry ice 'creeping fog' effect with ICE
Replies: 1
Views: 725

Re: Dry ice 'creeping fog' effect with ICE

Look at curl noise, best way to create a smokey look out of box. I would start with floor/ground collision object, gravity force and curl noise, see what you get, and refine from there. Commercial tools my first choice would be slipstream ( http://vimeo.com/12019068 here's a dry ice effect in fact) ...
by Matic
18 Dec 2011, 18:22
Forum: Plugins
Topic: Image I\O From ICE
Replies: 24
Views: 14546

Re: Image I\O From ICE

This is fantastic. There are an incredible number of uses, we can use this in a way similar to how houdini users use chops in conjunction with particles etc. Fantastic! Here's a selfish request, do you see any way to add .exr or .dpx I/O? It would be awesome to be able to do some operations on film ...
by Matic
02 Aug 2011, 23:12
Forum: ICE
Topic: wake pond effect
Replies: 6
Views: 5637

Re: wake pond effect

I am also looking for something like this and thanks a lot for the share Matic, very kind of you. I am definitely not able to really make out to much of the compounds, starting to think it is way to complicated for me bu love ICE. Is this compound able to create very thing ripples, like water that ...
by Matic
26 Jul 2011, 16:05
Forum: ICE
Topic: wake pond effect
Replies: 6
Views: 5637

Re: wake pond effect

Yeah the problem is that these ripple compounds (like one I did a while back and a few others have made) they tend to use a spring-based approach which isn't a true simulation of water per se, but rather a simple spring network with some force propagation thrown in... you can get good results, but i...
by Matic
27 Jun 2011, 23:35
Forum: ICE
Topic: City Generation
Replies: 54
Views: 36424

Re: City Generation

I wouldn't store data in the transformation matrix, it seems predestined to bite you in the butt later on. And in doing so you will have moved from storing all data in an open, shared way to essentially storing data in a custom format that requires a translation layer. Also, you may want more than t...
by Matic
21 Jun 2011, 18:15
Forum: ICE
Topic: Implement thinking particle's "blurp" effect in ICE ?
Replies: 8
Views: 2847

Re: Implement thinking particle's "blurp" effect in ICE ?

Aha, here it is. [media]https://vimeo.com/25410362[/media] It's very easy to achieve using standard factory compounds. And since you are using ICE, it's infinitely customizable. You can riff on the effect as far as your skill allows, you aren't stuck with just what a particular plug in does and that...
by Matic
21 Jun 2011, 15:49
Forum: ICE
Topic: Implement thinking particle's "blurp" effect in ICE ?
Replies: 8
Views: 2847

Re: Implement thinking particle's "blurp" effect in ICE ?

One of the first things I did with ICE was exactly this. Let me rummage a bit and I'll see if I can find the scene... hi, Thinking particle has a "blurp" effect in this video : http://www.cebasstation.com/index.php?pid=product&prd_id=15&feature=563 Is it possible to do the same thi...
by Matic
21 Jun 2011, 15:46
Forum: ICE
Topic: Create Polygon Meshes from Instance Shapes
Replies: 24
Views: 33253

Re: Create Polygon Meshes from Instance Shapes

Wow! This is one of the most useful ICE compounds ever! Thank you!
by Matic
02 Jun 2011, 19:02
Forum: News
Topic: Free renderer - MachStudio Pro 2
Replies: 4
Views: 2255

Re: Free renderer - MachStudio Pro 2

I've used it, and I like it. The interface is indeed ugly as sin, but once you move around a lit and textured scene in realtime adjusting lights and shadows interactively, the interface's fugliness is more bearable. Took a bit of time to get used to it, but it's pretty awesome once you do. The XSI e...
by Matic
31 Jul 2009, 18:47
Forum: ICE
Topic: SlideOnSurface-Compound und Animated Geometry==Bad Idea
Replies: 1
Views: 1162

Re: SlideOnSurface-Compound und Animated Geometry==Bad Idea

You can force objects to remain on a surface in any number of ways, the simplest to use a get closest location on geometry and set new pointposition after your simulation node.
by Matic
27 Jul 2009, 21:07
Forum: ICE
Topic: Slow Random Value node
Replies: 6
Views: 1976

Re: Slow Random Value node

The problem isn't the randomize compound, it's the use of animation offsets with ICE instances - a known issue. The set instance geometry nodes involve metalray assemblies which are written to disk, the usual (undesirable) behavior you see is preprocessing time going up and up the further you get on...
by Matic
16 Jul 2009, 23:25
Forum: ICE Compounds
Topic: cm_flip_right by Chris Marshall
Replies: 9
Views: 4764

Re: cm_flip_right by Chris Marshall

Hey thanks for sharing it Chris!
by Matic
14 Jul 2009, 04:56
Forum: News
Topic: And for the UNBELIEVABLE news..
Replies: 65
Views: 13535

Re: And for the UNBELIEVABLE news..

It's appreciated. I think the hardcore XSI community tends to lurk more because, well, we're all working hard. ...as opposed to the people actively posting in several communities, who obviously do not (work hard)? :D Yeah! Uh, I mean... No! Errr, they're just better at multitasking, that's all. ;)