Now that the "reinterpret geometry" bug is fixed, this method works nicely for looking up locations from UV on poly objects:
* have an object with uvs ready (get->lizard)
* create a copy, use ICE to move each point to its uv coordinate (for example using uvmorph compound)
* lookup closest location on uv morphed copy, reinterpret back to original
(the attached scene additionally "explodes" the uvs into uv islands)
ICE tip #5988 - uv to location
Plugins linking to this thread: (hide)
UV2Location for meshes
This scene demonstrates how to use the 'reinterpret location' node to look up locations
and mesh attributes from positions in the uv space of an object. The scene creates
a 'UV clone' of a mesh, looks up closest locations on it and transfers attributes
(in this case point position) from the original object.
Used like this it can be used to "texture" an object with a mesh or a curve, similar to Anto's 'Deform by UV'. Keywords: UV to Location, UV
local backup:UVToLocation_for_polymeshes_2.zip
Used like this it can be used to "texture" an object with a mesh or a curve, similar to Anto's 'Deform by UV'. Keywords: UV to Location, UV
local backup:UVToLocation_for_polymeshes_2.zip
author site: rray.de/xsi / si-community thread
ICE tip #5988 - uv to location
- Attachments
-
- UVToLocation_for_polymeshes.zip
- .scn (2015 SP2)
- (357.67 KiB) Downloaded 149 times
softimage resources section updated Jan 5th 2024
Re: ICE tip- uv to location
I'm wondering whether this can be done with 1 mesh only, with 2 ice trees
softimage resources section updated Jan 5th 2024
Re: ICE tip- uv to location
Of course that's possible ;)
Not only "Set Data" can be used on other objects than "self" - also "Add Point" !
This way the evaluation order of the two stacks can be nicely controlled.
all in 1 ICE Tree on the Lizard mesh:
* save topology, disconnect uv islands
* morph to uv
* add points on pointcloud at morphed locations using closest locations
* morph back to original positions
* move pointcloud's points to emit locations
* restore topology
reinterpret not even needed
Not only "Set Data" can be used on other objects than "self" - also "Add Point" !
This way the evaluation order of the two stacks can be nicely controlled.
all in 1 ICE Tree on the Lizard mesh:
* save topology, disconnect uv islands
* morph to uv
* add points on pointcloud at morphed locations using closest locations
* morph back to original positions
* move pointcloud's points to emit locations
* restore topology
reinterpret not even needed
softimage resources section updated Jan 5th 2024
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- Posts: 175
- Joined: 17 Apr 2014, 10:39
- Skype: nguyenvuducthuy
Re: ICE tip- uv to location
hi,rray wrote:Of course that's possible ;)
Not only "Set Data" can be used on other objects than "self" - also "Add Point" !
This way the evaluation order of the two stacks can be nicely controlled.
all in 1 ICE Tree on the Lizard mesh:
* save topology, disconnect uv islands
* morph to uv
* add points on pointcloud at morphed locations using closest locations
* morph back to original positions
* move pointcloud's points to emit locations
* restore topology
reinterpret not even needed
Can you share this scene? thank you!
Re: ICE tip- uv to location
Thanks for your interest anhungxadieu, will do that tomorrow
softimage resources section updated Jan 5th 2024
Re: ICE tip- uv to location
If you don't need the old topology back, you can skip the extra closest lookup in the end
- Attachments
-
- UVToLocation_for_polymeshes_2.zip
- (273.62 KiB) Downloaded 141 times
softimage resources section updated Jan 5th 2024
-
- Posts: 175
- Joined: 17 Apr 2014, 10:39
- Skype: nguyenvuducthuy
Re: ICE tip- uv to location
hi rray,
thank you!
thank you!
Re: ICE tip- uv to location
Thank you, it is great to learn how to do that!
Re: ICE tip- uv to location
you're welcome - btw the ICE tree on the lizard can be frozen if the uv's don't need to be changed later
softimage resources section updated Jan 5th 2024
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