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Stefan Andersson  
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 More options Feb 6 2012, 5:40 am
From: Stefan Andersson <ste...@madcrew.se>
Date: Mon, 6 Feb 2012 11:40:54 +0100
Local: Mon, Feb 6 2012 5:40 am
Subject: animated weightmaps

Hi All,

There was a little plugin from lamaison a while back which enabled you to
use image sequences as weightmaps (if I remember correctly). And if I also
remember correctly that one was only availble for Windows.

So...

it would be awesome if it was possible to use a scalar image as a weightmap
so that I could animated it and emit particles from that.

So..

any tricks on how to get that to work?

regards
stefan andersson

--

*STEFAN ANDERSSON* // *Creative Director* // *Mad Crew AB* //
http://www.madcrew.se


 
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Andreas Bystrom  
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 More options Feb 6 2012, 5:43 am
From: Andreas Bystrom <andreas.byst...@gmail.com>
Date: Mon, 6 Feb 2012 23:43:51 +1300
Local: Mon, Feb 6 2012 5:43 am
Subject: Re: animated weightmaps

well you can just use ice to set a weightmap based on a texture map
property no?

--
Andreas Byström
Lighting TD - Weta Digital

 
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Andi Farhall  
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 More options Feb 6 2012, 5:45 am
From: "Andi Farhall" <andi.farh...@primefocusworld.com>
Date: Mon, 6 Feb 2012 10:45:24 -0000
Local: Mon, Feb 6 2012 5:45 am
Subject: RE: animated weightmaps

ICE?

Get Point Texture Map Color -> color to rgba -> set data on the weightmap

could work?

A>

From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stefan Andersson
Sent: 06 February 2012 10:41
To: softim...@listproc.autodesk.com
Subject: animated weightmaps

Hi All,

There was a little plugin from lamaison a while back which enabled you to use image sequences as weightmaps (if I remember correctly). And if I also remember correctly that one was only availble for Windows.

So...

it would be awesome if it was possible to use a scalar image as a weightmap so that I could animated it and emit particles from that.

So..

any tricks on how to get that to work?

regards

stefan andersson

--

STEFAN ANDERSSON // Creative Director // Mad Crew AB // http://www.madcrew.se <http://www.madcrew.se/>


 
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Stefan Andersson  
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 More options Feb 6 2012, 6:49 am
From: Stefan Andersson <ste...@madcrew.se>
Date: Mon, 6 Feb 2012 12:49:47 +0100
Local: Mon, Feb 6 2012 6:49 am
Subject: Re: animated weightmaps

The problem with using a texture is that you need an insane amount of
polygons for have some detail. It's the main problem with using weightmaps.
So I was wondering if there is a way around it. It would be better if it
actually could do a texture lookup and see what value the pixel has.
Somehow it seems possible, I just don't know where to begin. Or if the ICE
tree would be too heavy to calculate.

So a scalar image on a lowres geometry would be the ideal solution.

regards
stefan andersson

On Mon, Feb 6, 2012 at 11:43 AM, Andreas Bystrom
<andreas.byst...@gmail.com>wrote:

--

*STEFAN ANDERSSON* // *Creative Director* // *Mad Crew AB* //
http://www.madcrew.se


 
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Matt Morris  
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 More options Feb 6 2012, 6:56 am
From: Matt Morris <matt...@gmail.com>
Date: Mon, 6 Feb 2012 11:56:00 +0000
Subject: Re: animated weightmaps

Do a search for pixel partilces on  http://rray.de/xsi/

Should be able to use it to do what you need, though it could be quite
heavy. I'd prob just get a local subdivide duplicate mesh with a weightmap
on it as a hacky quickfix!

On 6 February 2012 11:49, Stefan Andersson <ste...@madcrew.se> wrote:

--
www.matinai.com

 
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Peter Agg  
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 More options Feb 6 2012, 6:57 am
From: Peter Agg <peter....@googlemail.com>
Date: Mon, 6 Feb 2012 11:57:40 +0000
Local: Mon, Feb 6 2012 6:57 am
Subject: Re: animated weightmaps

You could still check a TextureMap and then delete at a certain value on
Emit - no need to use weightmaps at all then. The only problem is that
you'd have to overload the emittion rate to take into account the fact that
you'd be deleting a number of them.

On 6 February 2012 11:49, Stefan Andersson <ste...@madcrew.se> wrote:


 
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Leonard Koch  
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 More options Feb 6 2012, 7:02 am
From: Leonard Koch <leonardkoch...@gmail.com>
Date: Mon, 6 Feb 2012 13:02:40 +0100
Local: Mon, Feb 6 2012 7:02 am
Subject: Re: animated weightmaps

Yep, that's easily possible.
Just create a texturemap on an object, select a projection and an image for
the texturemap to use and then build the icetree shown in the image on your
object.

Hope this helps.

  TextureMapsHowTo.jpg
519K Download

 
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Sandy Sutherland  
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 More options Feb 6 2012, 7:03 am
From: Sandy Sutherland <Sandy.Sutherl...@triggerfish.co.za>
Date: Mon, 6 Feb 2012 12:03:09 +0000
Local: Mon, Feb 6 2012 7:03 am
Subject: RE: animated weightmaps

If you use a texture map property - you can bring this into the ICE tree and using closest location of similar - read the value - this is how we are getting texture map colour onto strand fur and feathers!

S.

_____________________________
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_____________________________

________________________________
From: softimage-boun...@listproc.autodesk.com [softimage-boun...@listproc.autodesk.com] on behalf of Stefan Andersson [ste...@madcrew.se]
Sent: 06 February 2012 13:49
To: softim...@listproc.autodesk.com
Subject: Re: animated weightmaps

The problem with using a texture is that you need an insane amount of polygons for have some detail. It's the main problem with using weightmaps. So I was wondering if there is a way around it. It would be better if it actually could do a texture lookup and see what value the pixel has. Somehow it seems possible, I just don't know where to begin. Or if the ICE tree would be too heavy to calculate.

So a scalar image on a lowres geometry would be the ideal solution.

regards
stefan andersson

On Mon, Feb 6, 2012 at 11:43 AM, Andreas Bystrom <andreas.byst...@gmail.com<mailto:andreas.byst...@gmail.com>> wrote:
well you can just use ice to set a weightmap based on a texture map property no?

On Mon, Feb 6, 2012 at 11:40 PM, Stefan Andersson <ste...@madcrew.se<mailto:ste...@madcrew.se>> wrote:

Hi All,

There was a little plugin from lamaison a while back which enabled you to use image sequences as weightmaps (if I remember correctly). And if I also remember correctly that one was only availble for Windows.

So...

it would be awesome if it was possible to use a scalar image as a weightmap so that I could animated it and emit particles from that.

So..

any tricks on how to get that to work?

regards
stefan andersson

--

STEFAN ANDERSSON // Creative Director // Mad Crew AB // http://www.madcrew.se<http://www.madcrew.se/>

--
Andreas Byström
Lighting TD - Weta Digital

--

STEFAN ANDERSSON // Creative Director // Mad Crew AB // http://www.madcrew.se<http://www.madcrew.se/>


 
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