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.
On Mon, Feb 6, 2012 at 11:40 PM, Stefan Andersson <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.
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.
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:
> 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>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.
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:
> 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:
>> 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>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.
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:
> 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:
>> 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>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.
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.
On Mon, Feb 6, 2012 at 12:49 PM, Stefan Andersson <ste...@madcrew.se> wrote: > 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:
>> 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>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.
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!
________________________________ 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.