Example ICE scene – Rain on the Bunny

Pretty basic. Shows how you can use a user attribute to effectively create “states” of a simulation without relying on the state machine. Also contains a compound which is part of my regular toolkit, which forces particles and strands onto the closest surface. Like I said, basic stuff, but thats what these examples are… here it is in case anyone could use it for learning or whatever.

Scene (Softimage 2013, .zip) – example_RainOnBunny

The stanford bunny has a hard life.

ICE Example Scene – Deforming a surface and coloring by deformation

I’ve realized I have, over time, created literally thousands of fast test scenes and examples for coworkers using softimage ICE. Often for really cool stuff which never gets made. Most, like this one, are very simple. Some are quite complex.

Rather than have them sitting around where they don’t do any good, I’m going to try to post them on this blog whenever I happen to have a spare moment. I don’t have the time to discuss each one in detail in a post, but most are pretty self explanatory and should help give people ideas when they are stuck or just looking to play around. Most will contain compounds I’ve made but never taken the time to clean up and present to the public, being engaged in trivialities like earning a living or recuperating from making a living…

Is this useful? A lot of the people I work with are quite skilled and could easily achieve the same results themselves – I don’t want to try to suggest that I’m some kind of awesome guy for coming up with this stuff, or clog the collective internet airways and search engines with spam. So if you think it’s helpful, drop me a note. Likewise, note me if you’d just as soon basic stuff like this was kept to myself. :)

This first scene I’ll post was a quick example I made for an artist who needed a fast asset of this sort. Call it 3-minute lava. All we’re doing here is using ICE to turbulize a surface in respect to its normals and then using this deformation to drive a color blend on the objects material based on distances from a bounding center (I don’t remember why we needed it that way, it’s pretty primitive so maybe it was just fast. But there it is, as it was tossed from me to another artist.)

The file (Softimage 2013 .scn):