I wanted to share some of my compounds here, which I recently posted on my blog. I really tried to make them work as flawless as possible but let me know if you have any issues or ideas for improvement.
As the name implies it converts clusters to weightmaps. Whats nice though is that it accept all types of clusters (point,polygon,edge) and adds the ability to grow and/or smooth the resulting weightmap. Remember that you have to create the weightmap before you create the Icetree to make this work.
This compound is thought to be used in a non-simulated environment and the emitter mesh should ideally consist of quads only. The idea behind this compound was to quickly create coral like structures by emitting instances from polygon centers and scaling them according to the polygon they’ve been emited from. This helps to prevent instances from penetrating each other, and also results in a more natural, organic look. A more detailed explanation of the various parameters can be found on my blog...
This one is a bit techy, but proved useful to me. It takes a set or array of scalar values and spits out quantized values based on a quantization step. An image (hopefully) explains more than thousand words
Joined: 05 Sep 2011, 21:57 Posts: 68 Location: Berlin
the "Create Copies along Curve" rocks and i was trying to do something similar the last days - it works but your is much more smooth! have you tried making a strand version? same thing that you can do with that compound, but with strands made out of a curve.
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