yesterday I had the case that I had to delete random polygon islands in ICE. I thought, ok no problem. But the solution was unexpected tricky. Here is the ICE tree I ended up with.
I’m sure, that there should be a faster and easier solution for this problem. If I’m thinking in Houdini – the approach is much more simple. Just use a connectivity SOP, create an float Variable, randomize the connectivity class and filter the new attribute with a delete sop. That’s it 😉
What’s also nice about the Houdini way, it’s easier and mmuuuch faster than in XSI.
here is a little compound I made to retime ICE caches. The general approach can be found here: http://www.andynicholas.com/?p=362 It is working so well, that I use this little compound every time I’m doing simulations. Thanks to Andy for this great method!
Download the compound here, import it to ICE, explode it and load the caches. When connecting it to a port on a pointcloud it should work as expected, but if you connect the tree on a polymesh the “Retime Particles Part B” will stay red. This is because there is no changing point count in the cache. So simply dive in and disconnect the delete point node.
The second compound checks a polygon mesh for NGones and insets this ones.
picture 3: The insert_NGones compound Inserts all polygones with more than 4 points.
This compound gets useful when working e.g. with the “Create Extrusion Along Strands” compound. After doing the extrusion with this compound along stands the top and bottom cap are not-smoothable ngones. When using a Inset-NGones compound after the extrusion, the meshes get flat caps when smoothing them.
When rigging swimming or flowting things it’s not the best idea to put the hole object under one null and to rotate that. A better idea is to make a linear surface grid with four points, cluster constrain the four points to nulls and create a fifth null which is surface constrained to the middle of the surface.