Re: Particles or cards for crowd?

Date : Fri, 4 May 2007 10:39:44 -0400
To : <XSI(at)Softimage.COM>
From : "Marc Bourbonnais" <marc(at)hybride.com>
Subject : Re: Particles or cards for crowd?
You can also use hair instancing, gives you orientation and randomness controls. That's what I used for the final shot of 300.

--
Marc Bourbonnais
3D TD
Hybride

----- Original Message ----- From: "Kim Aldis" <XSI(at)kim-aldis.co.uk>
To: <XSI(at)Softimage.COM>
Sent: Friday, May 04, 2007 4:39 AM
Subject: RE: Particles or cards for crowd?



For this one I'd use a scripted op rather than an event, Andy. With an event
there's no guarantee that any objects - camera - that you access from the
event script will have been updated properly when the script runs.


Whether that'll sort your sketching problem, I'm not sure.

-----Original Message-----
From: owner-xsi(at)Softimage.COM [mailto:owner-xsi(at)Softimage.COM] On
Behalf Of Andy Jones
Sent: 04 May 2007 08:29
To: XSI(at)Softimage.COM
Subject: Particles or cards for crowd?

Hey,

I'm trying to do a simple test with a crowd of "card" people.  I.e., I
want to be able to create a whole bunch of 2D grids in my scene that
orient straight up, but with an up-vector to the camera, and have
randomized offsets in the sequence of images serving as the texture.
That way, it won't be as noticeable when the same person is used
multiple times, as their motion won't sync up.

I've managed to make a particle cloud with PEvent scripts that deal
with
the orientation properly.  But now I'm finding it difficult to sketch
particles to place them where I want them and have them still be
effected by the script.  Only the simulated particles seem to have the
event applied.  Is there a way around this?

If not, is there a way to do a randomized retiming of the texture
sequence within a shader without having to create a bajillion different
materials?  If so, I could do this with standard 3D objects...

- Andy


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