spawning cached particles
#3
(11-16-2022, 06:48 PM)tyFlow Wrote: Yea that's not really going to be a good solution....anything imported into a Shape operator is converted to a mesh so you lose instancing ability.

Closest solution I can think of would be to export your tree/grain sim as a VRay Proxy, then scatter the VRay Proxies using particles using the Export Particles operator. It has a MAXScript rollout that you can use to tune each proxy's animation offset to a particle custom float value, allowing you to offset the animation for each proxy. Of course, this solution requires VRay...but ultimately whatever solution you use is going to be renderer-dependent because this is a task that will definitely require instancing.

Thanks, Tyson for guide. I will look into your solution. In meantime I made setup with vornoi fractured geo for snow in far distance, it's light weigh so shape operator is working fine. I`m wondering if it`s possible to have some buildin functions to set offset etc without maxscript in vrayproxy workflow. But it`s not a problem at all to write some simple expressions after all.  Thanks Smile
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Messages In This Thread
spawning cached particles - by Bohusz - 11-15-2022, 10:20 AM
RE: spawning cached particles - by tyFlow - 11-16-2022, 06:48 PM
RE: spawning cached particles - by Bohusz - 11-17-2022, 10:50 AM

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