Editing point clouds
Since the cloud can be written in pdc
format, and since sj_pc_write
can be also used to convert pdc to mrmap, it is possible to edit the
clouds.
I am not confident enough in Maya to suggest you how to do it,
but I am pretty sure you can.
Let's see how to do it in Softimage.
We start from a very easy scene,
rendered at a very low resolution (200x160) just for documentation
purposes.
The pdc
is written at c:\temp\sj\green_red.1.pdc

Now select File->Import->SjPdcImport , with c:\temp\sj\green_red.1.pdc as argument, and you should get something like this (I removed the mass and velocity setters, are they are not needed, and raised the particle size to 0.1

What we want to do is turn the
green points to a light blu. As you can see above, the green sphere was
tagged 4, and we can retrieve that info to change only those points.
The first thing you must do is set the
Long0 attribute name to "tag". This
way, the long0 port outputs the tag of each particle.
Also, set
Vector2
to "normalPP",
the attribute name of the normal in the input pdc file.

We then compare the tag (== Long0) with number 4, and if it's equal, we set the particle color to blu, and we leave it unchanged otherwise.

(Of course you can do much more
interesting things)
We are now read to write out the new
pdc. With the ice tree selected, pick
File->Export->SjPdcExport, set the output name
(c:\temp\sj\blu_red.1.pdc), the Long0 attribute to "tag" and
the Vector2
attribute to "normalPP". Connect the two ports named Long0 and Vector2. This way, both the tag and the normal are preserved in
the output file. Finally, connect Set Particle Position at
the bottom of the ice execution stack.

We can now render the new pdc. Apply
sj_write
as camera shader, and set mode to Convert pdc to
mrmap.
In this example, the output map is
c:\temp\sj\blu_red.1.mrmap.
The same path is given to the sj_read
shader
applied over the grid.
After rendered once, the mrmap is created, and the
lens shader can be muted or deleted.
