Search found 70 matches
- 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...
- 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!
- 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...
- 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) ...
- 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 ...
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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!
- 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...
- 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.
- 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...
- 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!
- 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. ;)