A big grab bag of ICE compounds. Maybe you find something that suits your needs. For
details, see the si-community discussion thread. Joe's descriptions of the compounds
follow:
Emit Particle Tree - Create a tree structure made from particles. See the si-community thread for a
detailed description.
Melt Geometry - Melting effect for geometry.
Align Sprite - aligns the sprite to the camera, lets you set the initial orientation of the sprite,
and the rate of spin. (NOTE - plug a set self.spriteangleinitialized data into execute
on emit, set to FALSE)
Bounding Center -
Bend - I'm proud of having figured out the math I used to make this. play with it, to
figure it out.
Bulge - same as the Animation bulge operator...but icier.
Olde Skool Noise - friend of mine wanted noise like it was implemented for particles in <7.0 This
was my best guess of how it worked.
Cool Graph - f(x) try the range -5<x<5, -20<y<20
show more...
Nifty Particle Denter - apply to the object that particles bounce off. It's cool, needs high res geo. Something
tells me I'm not the one who created this, but I've lost track. Credit Anon.
Get Particle Identifier - variation on Get Point ID
Growing Weightmap.xsicompound - but I forgot how it works : ignore it for now, I'll have it figured out shortly.
I think I saved a scene for this one on another computer. By the way, dragging ICE
Trees through the construction stack to different markers is the buggies frickin thing
ever. click click CRASH reboot click click CRASH reboot click click...cli-CRASH
Turbulize Vector by Cone - try plugging it into the direction of an emitter and you'll see what it does.
Sign Function.xsicompound - positive input = 1, negative in = -1, 0=0
Deg to Rad.xsicompound - degrees to radians. don't ask.
Motionblur Color.xsicompound - using RSMB motion vectors, this gave me the colors I needed to blur stuff in the
right directions. I had a CC on it in comp though, so something was wrong somewhere.
the concept is good though, and it calculates screen movement correctly. (with the
cameras I was using >.> )
Expose Value Hack.xsicompound - the greatest of all compounds of all time. Love it. Worship it. It makes life easy.
Get Triangle Area - does what it says
Oriented Local Movement - for people who do things to moving objects... >.>
For Loop - needed one of these recently to translate an equation into ICE.
e - uh...yeah. it's e.
Test Outside - which side of an object's closest normal is the point on.
Sum of Arithmetical Sequence - needed this for the same thing as the For loop. Things like this make me happy
for some reason.
Offset Data - double click node, select text box, click again so it's no longer highlighted,
type the attribute, press enter, close text box. That is WAY too many clicks in precision
locations. I feel held back and limited by the interface...speaking of which, I love
the Ctrl-F in SI2010 to put focus on the compound search box.
Push - like the push op
Reflect the particle velocity - does what it says it does. simple. swiped and cleaned out of Bounce Off Surface.
Stick to Object - this used to have a purpose, but that was before I knew what I was doing. Maybe
it still does, but there's probably a much more efficient way of doing it.
Rolling - This one also makes me happy ^.^
Modulate by local Y - Very important if you ever make a tornado. Useless on volcanoes.
Test Vertex Convexity - very cool, and in certain situations practical!
Refract Through Surface - kinda cool to play with. Check out the scene file.
Fountain Ripple System - figure it out by experimenting. use it on the water surface.
Rad to Deg - radians to degrees
Simple Reflection - err. didn't I have Reflect the particle velocity already? doh. I fail.
Omni Divide - three and a half steps beyond "divide by scalar"
Ambient Occlusion on Weightmap - fun. Radical even! but rather inefficient. peek inside at the "build array" node...
>.< anyone know a better way?
Randomize Initial Orientation - plug into emitter
Da Ripple Machine Shizz - Dude, totally check this one out, take a look at the example scene. I know in xsi
6.5 I'd been trying so hard unsuccessfully to make water ripple based on the contours
of the submerged object, but now I really can! *maniacal laughter* It is time to die,
crappy ripple_displacement animated texture! (notes - Soften Weight Map and Soften
Iterations are costly, turn them down (to 0) at first to get timing right. Speed Factor
tends to fuck things up, but sometimes works.)
Offset Point Position -
Pelz Cascade 9000 - rather specific, to have an object interrupt a vertically-based object, such as
falling water being blocked where an object penetrates the curtain.
Rotate Vector around Pivot - Rotate Vector + more!
Transform.xsicompound - A "fix" for pre 2011 ICE Kinematics - see si-community discussion for a better
description
JP_Generate 3D Point Grid.xsicompound - Works the same as Generate 3D Point Grid, but it also sets basic particle properties,
so you can simulate with it.
Oriented Local Movement.1.2.xsicompound -little bug in the last one...there was an embedded compound that I didn't include
here so it wouldn't work right. Fixed.
Joe_SpriteTex.xsirtcompound - a compound for the render tree if there's anyone else out there who values using
a well made sprite. Quick and easy, with good looking results. You still need to orient
and possibly spin them yourself in the ICE tree though.
Growing Weightmap.xsicompound - See Scene in the zip file (GrowthHormones, ~_2, and ~_3 that should work in XSI
700) - see si-community discussion for a better description
local backup: Compounds.zip