ICE Nodes Reference Library: Attribute

In this tutorial, we will be taking a detailed look at each of the Data Attribute nodes found in Softimage's Interactive Creative Environment. Software required: Softimage 7 and higher.
Course info
Level
Advanced
Updated
Sep 25, 2008
Duration
44m
Table of contents
Description
Course info
Level
Advanced
Updated
Sep 25, 2008
Duration
44m
Description

In this tutorial, we will be taking a detailed look at each of the Data Attribute nodes found in Softimage's Interactive Creative Environment. Each video in this course is a self-contained tutorial centering on one of the nodes found in ICE within Softimage. This means that these tutorial can be viewed in any order you wish, allowing you to jump straight to the content that is most relevant to you. These tutorials will take a detailed look at each of the nodes found within the Data Attribute section of ICE and we'll learn how they can be used to speed up our workflow. Software required: Softimage 7 and higher.

About the author
About the author

Originally from Lagos, Nigeria, Sunder has made great headway in both the interactive game design and 3D animation worlds.

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Section Introduction Transcripts
Section Introduction Transcripts

Introduction and Project Overview
[Autogenerated] in this lesson, we will learn about the render tree. Actually note called bullion. Boolean can bring in bullion values or basically true or false information from our ice particles into the render tree for rendering purposes. So please begin by opening of the provided asset file. What we have in here is a simple particle simulation with particles going up in either direction in the Y axis. And these guys are actually in little capsules. If you were to take a render and we're gonna set it up so that any particles that rise up, we'll have one color versus particles that go down, which will have another color. And this we will do with the help of the bullion knowed as opposed to using any kind of color information. For that, we'll let the color be decided in the Render tree as opposed to the eye street. So with that, let's grab the point cloud and press all nine to bring up the eye street. What we have in here is basically a randomizer on value, which is helping a shoot the particles in either direction and we have a randomized particle orientation. Eso these particles can be rotated in multiple directions. Like so now that we're going to go ahead and create a new ice attributes that will store a bullion value that will custom lead build. So with that, let's grab a set date a note. Let's take this, said data note and executed like so let's take this and we'll change its value. So double click it and said the reference to a new name will call itself DOT is up capital or capital D down, So we'll call. This is upward down, all right. By default. It'll have no typeset to it. So we can always go in here and grab in a constant bullion note and then just connect that in, like so to bind. The is up or down variable so we know it's Boolean. It's a bullion value now that we will decide the bullion values for each and every particle is with a tester note. So please grab a test particle position note. Type in the letters for the word test and the ward particle, and it'll show up right there. Let's take this and now we're going to need to use and if note as well so let's ah tap or typing letters for the word if and drop that in here. Well said the is up or down value with the if notes to connect that in, like so now take the test particle result and set it up as the condition. Now take the test particle position note and we'll send it to the test access. We leave the test access at why, but well said the test value to zero and will use less than so. If the Y values less than zero. The Actually you know what, Let's not use less than let's use greater than instead. So if the particles are greater than zero in the UAE direction, then we'll go ahead and set. The if true value to true that way is up or down will be set to truth otherwise of its faults if value will be left at fault, so we'll get a false value if the particles go below zero. But if they're above zero, will basically yet true. Now, with this basic connection done in here, we can grab our bullion note and delete it, and now we'll use is up or down in our end a tree. Let's minimize this and let me rewind and play to start of the simulation with the new ice attribution here. Now let's go out. The pawn cloud topped the seven key to bring up the render tree. Bear in mind that we only have a default seen material assigned to the point cloud. So the point cloud selected Go to any get material menu and let's go in here. And a sign, maybe a blimp. All right, if you were to render at this point, you would be rendering with a blend like so let's cancel this out. Update the render tree and now with the blend will basically drive whatever color value for the blend with the attributes bullion. Note. So please grab the bullion. No dragon. Drop it in here. The note we're going to use in conjunction with this is a switch note called color bullion. So let's school down to switch and grab the color bullion. No dragon drop in here. Actually, it bullion will output of bullion value. And with the color bullion switch, we can check for a bullion value and shoes from either one of these inputs. That's the color take. Actually, bullion connecting to the switch. Take the switch output and connected as to defuse about you. Now we just need a double click attribute. Brilliant and change it so doesn't use the default value. Here we have a bunch of pre existing Williams, but we want to use is up or down, that we just created. There we go. Now let's minimize and take a vendor. Okay? No change here just yet. Let me just start this up again, and now it's take Orender. Now all the particles that rise upwards are blue, but all the particles that descend are red, and this works because we're utilizing and ice attribute that has true or false set up in a particular way. That's being connected into a switch note, and the switch noticed choosing between color one and two based on the attribute bullion value that's coming in, and then the desired color set up like so. So this is how we can use the color Boolean note or the attribute bullion. Note to Dr Colors inside of our render tree. Essentially, we set up a bullion really variable inside of the ice particles, and then we're just getting that with the help of the attributes bullion note we're using this we're using the is up or down variable to drive a color bullion switch to choose between two colors. That is the purpose behind the actual bullion. Note. It will get us true or false information associated with the point cloud and then, based on that true or false information, we can make changes such as choose between two color values using the color bullion switch.