My objective is to make an object disappear progressively when it hits a wall/plane so just the part that goes further than the plane disappears, eventually the whole object would disappear. From some tests it seems that topology nodes only work in modeling stack if the simulation stack and up is disabled.
What would be the best tactic to get what i want?
Simulation and Topology
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ximage
- Posts: 36
- Joined: 10 Jun 2009, 08:49
Re: Simulation and Topology
i have to got a clue about ice topo. but is there anyway to get the modelling stack to interact with maybe say a color at vetrtices node or weight map, that being dynamically driven by another ice tree?
then get this to maybe drive the alpha of a texture then when the alpha hits 0 delete the poly?
hope that made some kind of sense.,
Daniel
then get this to maybe drive the alpha of a texture then when the alpha hits 0 delete the poly?
hope that made some kind of sense.,
Daniel
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Helli
- Posts: 211
- Joined: 04 Jun 2009, 09:21
Re: Simulation and Topology
When I do something like what you described.
I used to manipulate a weightmap in an simulated Icetree and use that weightmap for the opacity in the shader.
Now you want to delete Polys. My question is, why ? isn't it enough to set the opacity to zero so they won't be visible at render time ?
I used to manipulate a weightmap in an simulated Icetree and use that weightmap for the opacity in the shader.
Now you want to delete Polys. My question is, why ? isn't it enough to set the opacity to zero so they won't be visible at render time ?
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mattmos
- Posts: 445
- Joined: 02 Dec 2009, 15:59
Re: Simulation and Topology
If you want to do this with ice topo, you can select all polys, extract and keep live, then apply an ice tree on the modelling stack of the extracted object, or use the simulated object as a shape source in the modelling stack of a duplicated object maybe?
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Mr.Core
- Posts: 148
- Joined: 10 Aug 2011, 10:35
- Skype: giga-core
- Location: Kharkov, Ukraine
Re: Simulation and Topology
Use an empty mesh\pc\null with simulation stack to perform any sim operations with the topo of the original mesh
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Bullit
- Moderator
- Posts: 2621
- Joined: 24 May 2012, 07:44
Re: Simulation and Topology
Thanks everyone. Yeah it occurred to me to clone and then set the ice tree in this new object the but i wanted to know if i could just do it in the original simulated one, i don't have to deal with uvw etc...
It is possible, for the exercise i wanted to have an object/plane to slice , but since the object is vanishing into particles from the part that disappears it might be a good idea since i can still emit from the not seen part of the mesh.
Now you want to delete Polys. My question is, why ? isn't it enough to set the opacity to zero so they won't be visible at render time ?
It is possible, for the exercise i wanted to have an object/plane to slice , but since the object is vanishing into particles from the part that disappears it might be a good idea since i can still emit from the not seen part of the mesh.