Simulated ICE Tree disables Modeling ICE Tree?

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sant0s
Posts: 353
Joined: 05 Sep 2011, 20:57
Location: São Pedro de Moel

Simulated ICE Tree disables Modeling ICE Tree?

Post by sant0s » 12 Dec 2013, 11:52

Hey guys,

I did some tests with ICE Deformers (XOcean, proximity_weight_accumulate, AfterWakes) to get some nice movement of a boat that moves through water.

Xocean and the AfterWakes are working fine in the modeling Stack, AfterWakes does not - need to put it into simulation stack, otherwise the fadeout of the weight map does notwork.

If I add a simulated ICE Tree on the same grid where the xocean and proximity_weight_accumulate are deforming the grid, only AfterWakes works and disables the Modeling Stack...

I think the video explains what I mean and where the probem is - without fading, it looks wired when the boat stops moving bcause the after wake also stops moving.

oh and the jitter on the wave is coz its not smoothed for preview. Also the height, just for preview reasons :)

thx alot!

password: wave


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xsisupport
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Re: Simulated ICE Tree disables Modeling ICE Tree?

Post by xsisupport » 12 Dec 2013, 12:03

When you have a simulation region in your stack, the Modeling region is evaluated exactly once, and used as the starting point for the sim.
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User avatar
sant0s
Posts: 353
Joined: 05 Sep 2011, 20:57
Location: São Pedro de Moel

Re: Simulated ICE Tree disables Modeling ICE Tree?

Post by sant0s » 12 Dec 2013, 12:06

and there is no way to avoid this?
I tried moving the modeling stack stuff into secondary simulation - but that gives some problems and feels very slow. also I cannot use attributes in my simulation anymore.

edit: okay, did that again and somehow it works- only slower and in my simualtion stack I have to give very low values to get less fade..?!

so, finaly it works:




is there an easy ICE way, getting the sphere following the wave movement?
I did some test with "get closest location", try to add that to the Y axis and multply it with 0,5. Is that the right way doing that?
Because I think that the Y values of the closest location to the ocean needs to get added to the y values of the sphere and smooth it with multiply by scalar... :)