Cloning and Copying Topology in ICE

 
 
 

You can copy an existing polygon mesh topology into another mesh once using Clone Polygon Mesh, or repeatedly using Create Copies from Polygon Mesh. After that, you can transfer attributes from the source mesh to the new one.

Cloning Polygon Meshes in ICE

  1. If the source mesh has local materials on polygons, make sure that they are applied as Materials and MaterialID attributes. See Applying Materials in ICE.

    If necessary, you can convert cluster-based materials to ICE-based materials. See Converting Cluster-based Materials to ICE.

  2. Get an empty polygon mesh, and apply a base material for the object. Typically, you would use the same material as the source.
  3. Create a non-simulated ICE tree on the empty mesh.
  4. Connect a Clone Polygon Mesh compound to the ICETree root, and specify the source mesh to copy.
  5. If you are copying the texture projection from the source, make sure that Source Texture Projection Name refers to the correct attribute. The default value is ".cls.Texture_Coordinates_AUTO.Texture_Projection.UVWs" which is the default name for most projections, but some projections like Unfold have a different name by default and it is also possible to change the name of a projection.
  6. If necessary, make sure that all materials are set to use the New Texture Projection Attribute Name. See Specifying Projections for Materials.

  7. Use the various "Copy [Component] Data from Source" to copy additional attributes, such as weight maps, vertex colors, and additional projections.

Repeating Polygon Mesh Topology

You can create a single polygon mesh object that consists of repeated copies of another mesh's topology. You can specify the offsets of the copies using a transform, a group, or a particle cloud.

  1. If the source mesh has local materials on polygons, make sure that they are applied as Materials and MaterialID attributes. See Applying Materials in ICE.

    If necessary, you can convert cluster-based materials to ICE-based materials. See Converting Cluster-based Materials to ICE

  2. Get an empty polygon mesh, and apply a base material for the object. Typically, you would use the same material as the source.
  3. Create a non-simulated ICE tree on the empty mesh.
  4. Connect a Create Copies from Polygon Mesh compound to the ICETree root, and specify the source mesh to copy.
  5. Do one of the following:
    • Set Nb of Copies and specify the Transform options.
    • To base the copies on a group of nulls or other objects, connect the Group Name port.
    • To base the copies on particles, specify a Point Cloud Template.
  6. If you are copying the texture projection from the source, make sure that Source Texture Projection Name refers to the correct attribute. The default value is ".cls.Texture_Coordinates_AUTO.Texture_Projection.UVWs" but, for example, if you used an Unfold projection then you should change it to ".cls.Texture_Coordinates_AUTO.Unfold.UVWs".
  7. If necessary, make sure that all materials are set to use the New Texture Projection Attribute Name. See Specifying Projections for Materials

  8. Use the various "Copy [Component] Data from Source" to copy additional attributes, such as weight maps, vertex colors, and additional projections. Set Source Name to the data to copy, and Target Name to the attribute you want to create to hold the copied data.

TipThe CopyID attribute is useful for identifying and distinguishing between different copies for further processing in your tree.

Converting Cluster-based Materials to ICE

To convert local materials applied on clusters so that they can be manipulated and transferred using ICE:

  1. Add the string name of each material used to the object's Materials array attribute.
  2. Set each polygon's MaterialID attribute to the index of the material it should use, based on the cluster that it's a member of. The value 0 is for polygons that use the object's material.
The tree below shows one way to do this. For more information, see Applying Materials in ICE.

Specifying Projections for Materials

To specify the correct attribute to use for a projection, first select the cloned or copied mesh, open or refresh the render tree, and then do the following:

  1. Select the desired material.
  2. Select a texture shader.
  3. Select the attribute to use as a projection.
Repeat for all texture shaders in all materials.