ICE particle mask - how to?

Discussions about SOFTIMAGEs© Interactive Creative Environment©
flashgordy
Posts: 14
Joined: 15 Aug 2011, 12:57

ICE particle mask - how to?

Post by flashgordy » 07 Apr 2013, 14:42

hi guys

I try create geometry which emit particles based on black/white texture (black color emit particles, white -no emission).
Simply saying- i want to use mask.

Please, tell me what steps should I do. I'm not ICE specialist, so seemingly simple things takes me a lot of time.
I will be very grateful for the tips.

regards

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 07:44

Re: ICE particle mask - how to?

Post by Bullit » 07 Apr 2013, 15:51

I would say put the texture in a texture map and then get one of the color/brightness etc nodes to drive the emission parameters.
Another way is to get a weightmap and paint like the texture.

Edit: not necessary, put a filter by texture map in Execute on Emit1 , you find it at bottom of Emit node

flashgordy
Posts: 14
Joined: 15 Aug 2011, 12:57

Re: ICE particle mask - how to?

Post by flashgordy » 09 Apr 2013, 22:18

tx Bullit for reply !
when i use "filter by texture map" i must go to GET/PROPERTY/TEXTURE MAP/TEXTURE MAP - I can use only textures in file formats - like tga, png etc what about procedural textures?


I have animated procedural texture (fractal) and I have not got idea how I could use it as a mask for particles.
Is there a solution to maybe convert procedural textures in to files? or maybe render to uv- so I could assign later rendered frames to model

any other solution would be appreciated

regards

Bullit
Moderator
Posts: 2621
Joined: 24 May 2012, 07:44

Re: ICE particle mask - how to?

Post by Bullit » 09 Apr 2013, 22:34

I don't know. maybe someone with more knowledge than me will answer.
Can't you render the procedural texture and use it as a map?

User avatar
dwigfor
Posts: 395
Joined: 17 Nov 2009, 16:46

Re: ICE particle mask - how to?

Post by dwigfor » 10 Apr 2013, 01:58

Rendermap the procedural texture.

NNois
Posts: 754
Joined: 09 Jun 2009, 18:33

Re: ICE particle mask - how to?

Post by NNois » 10 Apr 2013, 10:24

Hi, if it´s a fractal why not doing the invert ?
Generating a turbulence with ice on your emitter via ice (fractal) on a weightmap and emit with that. Then using your weight map to texture your object ...

flashgordy
Posts: 14
Joined: 15 Aug 2011, 12:57

Re: ICE particle mask - how to?

Post by flashgordy » 10 Apr 2013, 20:02

dwigfor: Do You know the way which could I render frames sequence in "render map" (get/property/render map) - generally looks to nice idea, but i have 1200 frames to render ;)

NNois: Your advice sound great, I do not want to strain your kindness, but if this wouldnt a big problem for you, please write step by step what should i do. I will be very grateful.

-------------------------------------------------
EDIT
I found a script to render map sequence

1. assign shader with texture to geometry (constant shader)
2. assign "get/property/render map" to geometry- set up resolution and file format - tga,png,jpeg etc
3. clik geometry and open script window
4. paste code below and click "run" - default directory is c:/test/

oNM = Selection(0).name

Set Prop = ActiveSceneRoot.AddCustomProperty ("Rendermap_Sequence_"&oNM)
Set cStart = prop.AddParameter3 ("Start",2,0)
Set cEnd = prop.AddParameter3 ("End",2,100)
Set cName = prop.AddParameter3 ("Name",8,"Enter A name for the Map")

Inspectobj "Rendermap_Sequence_"&oNM, , ,4
oStart = cStart.Value
oEnd = cEnd.Value
oName = cName.value

Logmessage cStart.Value
Logmessage cEnd.Value
Logmessage cName.Value

DeleteObj "Rendermap_Sequence_"&oNM

for i = oStart to oEnd
SetValue "PlayControl.Current", i
'Translate , i, 0, 0, siAbsolute, siLocal, siObj, siXYZ, , , , , , , , , , 0
SetValue oNM&".RenderMap.imagefilepath", "C:\test\"&oName&"_0"&i&".png"
'SetValue oNM&".RenderMap.imagefilepath", "C:\test\"&oName&".png"
'
RegenerateMaps oNM&".RenderMap"
next