It would be cool to manage renderability of individual states in
partitions (is there an attribute for that?)
assuming i cant do that, i intend to clone particles that meet
specific conditions into new particle clouds.
big hurdle im striking in context.
the moment an added or cloned point is directed to a new particle
cloud my ability to send info to it "on creation"
i guess i could do a whole bunch of "set data" work to the original
cloud so the properties automatically exist in the clones cloud.
It would be nice to generate them as they are needed on the particle
that needs them.
are there any context whisperers who can shed some light on this?
It seems ambiguous context nodes can get locked into the wrong context
an refuse to connect to the rest of a tree.
now i need to figure out why only the first frame is cloning when the
same technique has worked for another cloud in the same scene.
it seemed to be an issue when the scene was loaded, the order the ICE tree was created, determined the order on the stack. This obviously then caused evaluation problems if it wasn't how it was originally intended.
Just thought I'd mention it :)
the spawning (wave) ice tree was automatically referenced into the
modeling stack of of the splash ice tree.
thats a curious quirk,
i guess that makes sense, the modeling mode effectively gives ice amnesia.
christian keller visual effects|direction +49 0179 69 36 248 chr...@gmx.de