Re: Test for Inverted UV's

2013-05-11 Thread Enrique Caballero
Thanks Martin, thats what i suspected as well, but I havent done uvs in
almost 3 years so wasnt sure. I appreciate it. Will pass the info forward


On Sun, May 12, 2013 at 1:29 PM, Martin  wrote:

> Only one UV polyface in an island has been inverted/flipped ?
>
> If that's the case you should be able to detect it in your Tex.Editor.
>
> Softimage doesn't "merge" UV samples that aren't adjacent so their borders
> should appear green/blue in the Text.Editor when you select them because
> they are not "merged".
>
> If the samples are adjacents and have the same coordinates, then they
> shouldn't have green/blue borders.
>
> M.Yara
>
>
>
> On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
>> sorry guys, wrote that quickly
>>
>> k so apparently these artists have somehow managed to create UVS where
>> some of the polygons in that UV island/shell/hull are facing in the
>> opposite direction.  So that on those polygons the bump and displacement
>> maps are inverted.
>>
>> I'm not sure how they actually did this, they probably cut up the uv's
>> and then tried to put them back together, but somehow messed it up, and now
>> some of the UV's are flipped.
>>
>> They are new starters from a company that used 3dsmax so they are still
>> getting used to the xsi workflow. They have asked us if there's a quick way
>> to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
>> uv's  would be a different color in the uv editor.
>>
>> anyway i dont think that there is, as I've never ran into this issue
>> before, when I UV i just a combination of projections and uv unwrap. and
>> everything comes out okay
>>
>>
>> On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Was about to ask for the same. For those of us who don't know max
>>> inverted UVs and a stitching where it wouldn't be blatantly obvious don't
>>> make a lot of sense in the same sentence :)
>>>
>>>
>>> On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote:
>>>
  define inverted uv

  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique
 Caballero [enriquecaball...@gmail.com]
 *Sent:* Saturday, May 11, 2013 6:58 AM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Test for Inverted UV's

   Hey guys,
 I'm passing forward a question from one of our new artists here that
 stumped me.

  Is there a quick way to check for inverted UV's in softimage.  3dsmax
 apparently has one built in.


  Basically sometimes the uv's get stitched together inverted and they
 are having a hard time detecting these.

  Thanks,

  -Enrique

>>>
>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>


Re: Test for Inverted UV's

2013-05-11 Thread Martin
Only one UV polyface in an island has been inverted/flipped ?

If that's the case you should be able to detect it in your Tex.Editor.

Softimage doesn't "merge" UV samples that aren't adjacent so their borders
should appear green/blue in the Text.Editor when you select them because
they are not "merged".

If the samples are adjacents and have the same coordinates, then they
shouldn't have green/blue borders.

M.Yara



On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:

> sorry guys, wrote that quickly
>
> k so apparently these artists have somehow managed to create UVS where
> some of the polygons in that UV island/shell/hull are facing in the
> opposite direction.  So that on those polygons the bump and displacement
> maps are inverted.
>
> I'm not sure how they actually did this, they probably cut up the uv's and
> then tried to put them back together, but somehow messed it up, and now
> some of the UV's are flipped.
>
> They are new starters from a company that used 3dsmax so they are still
> getting used to the xsi workflow. They have asked us if there's a quick way
> to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
> uv's  would be a different color in the uv editor.
>
> anyway i dont think that there is, as I've never ran into this issue
> before, when I UV i just a combination of projections and uv unwrap. and
> everything comes out okay
>
>
> On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Was about to ask for the same. For those of us who don't know max
>> inverted UVs and a stitching where it wouldn't be blatantly obvious don't
>> make a lot of sense in the same sentence :)
>>
>>
>> On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote:
>>
>>>  define inverted uv
>>>
>>>  --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero
>>> [enriquecaball...@gmail.com]
>>> *Sent:* Saturday, May 11, 2013 6:58 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Test for Inverted UV's
>>>
>>>   Hey guys,
>>> I'm passing forward a question from one of our new artists here that
>>> stumped me.
>>>
>>>  Is there a quick way to check for inverted UV's in softimage.  3dsmax
>>> apparently has one built in.
>>>
>>>
>>>  Basically sometimes the uv's get stitched together inverted and they
>>> are having a hard time detecting these.
>>>
>>>  Thanks,
>>>
>>>  -Enrique
>>>
>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>


Re: image plane?

2013-05-11 Thread Martin
I had an old script looping a folder's files so I added it to the previous
script I had sent.
Maybe it helps:

https://www.4shared.com/download/J4lYVJkg/mCreatePicGrid.js

What it does:
Open a ppg where you input your folder with pics.
Create an imageclip from every file in that folder
Creates a grid with the image clip name, applies a Lambert Material and
connects the imageclip to the material.
Resize the grid V size to match the image clip aspect ratio. It doesn't use
scale, but the primitive settings.
This for all the files in that folder.

What it doesn't do:
Basically doesn't check anything.
Doesn't check if he file is a valid picture or not.
Doesn't check if you already had those pictures or grids in your scene.
Doesn't freeze the TProjection.

Hope it helps.

And if you want to resize the object to match it's current image aspect
ratio you could do something like this:

//
//JScript
var sel = SIFilter(selection, siPolyMeshFilter)
for ( var i=0; i < sel.count; i++ ) {
var obj = sel(i)
var Mat = obj.Material
var Img = Mat.CurrentImageClip
var xres = Img.source.xres.value
var yres = Img.source.yres.value
obj.sclz = (yres / xres) * obj.sclx.value
}
//

It resizes Z Scale to match it's current image clip aspect ratio in all
selected polygon meshes.

M.Yara



On Sun, May 12, 2013 at 4:26 AM, olivier jeannel wrote:

>  Paul, thank's for the long answer :)
> I understand better, I believe the various pictures sizes is the only
> thing that might not be treated directly out of the box.
> I get your point now, thank you ;)
>
> Olivier
>
>
> Le 11/05/2013 20:37, Paul Griswold a écrit :
>
>  Well, IMHO there are times when Softimage is too robust for it's own
> good.  In this case, being able to quickly set up a huge number of image
> planes without having to create a material, UVs, or even a grid, is great.
>
>  I'm a far cry from a TD, so I look at a huge pile of randomly sized
> images from my client that I have to use in a motion graphics piece and the
> only solution I have in my mind is to create a grid, apply a
> material/sprite node, attach an image, create UVs, and then repeat the
> process over and over until I have them all built.
>
>  With ImagePlane3D in Fusion you feed it an image, it generates a grid,
> creates UVs and assigns a surface automatically.  If you switch the image,
> it changes the grid to match the aspect ratio of the new image.
>
>  It's not that I'm enthusiastic about it, I'm just lazy and wanted a
> faster way to get things set up. ;-)
>
>  But it did get me thinking about Particle Illusion and how it does
> things & how cool it would be if ICE could do something similar.  PI is a
> particle system that fakes a lot of stuff by using images or image
> sequences.  Imagine if you could load an image / image sequence directly
> into ICE and change the Emit Shape to "Image" and instead of a point,
> sphere, etc., you emitted images.
>
>  -Paul
>
>
>
> On Sat, May 11, 2013 at 2:17 PM, olivier jeannel 
> wrote:
>
>>  I'm not working this week end (no Softimage), but I don't really get
>> what is this image plane you're so enthousiast about.
>> Feel free to throw a screen grab (if you've got time).
>>
>> Take care,
>>
>> Olivier
>>
>> Le 11/05/2013 19:46, Paul Griswold a écrit :
>>
>>  Wow that's awesome!
>>
>>  Yeah, in Fusion the ImagePlane3D is used to set up matte shots.  You
>> can feed it an image and it'll just give you a grid that's exactly the
>> correct size/aspect to match the image & it also uses the alpha properly.
>>  It's great for quickly setting up an environment - you just load up trees,
>> bushes, a treeline, etc.
>>
>>  I was thinking about it, and what would be really cool is if there was
>> a way for ICE to read a bunch of images, create an array and then apply
>> them to the ICE rectangle particle shapes individually.  Basically the way
>> you'd normally pick a group of objects for your instance shapes, but just
>> with images.
>>
>>  Thanks!
>>
>>  Paul
>>
>>
>>
>>
>> On Sat, May 11, 2013 at 5:34 AM, Martin  wrote:
>>
>>>  My mistake, it was xres and yres.
>>>
>>>  And now that I have opened SI, I wrote something.
>>>
>>>  If I haven't misunderstand what you need, you could do something like
>>> this:
>>>
>>>  //---
>>>  //JScript
>>>
>>>  // Load Texture
>>> var ImgFilePath = "Pictures\\TEST.tga";
>>>  var newImg = SICreateImageClip(ImgFilePath)(0);
>>> xres = newImg.Source.xres.value;
>>> yres = newImg.Source.yres.value;
>>>
>>>  // Create Grid
>>> var r = ActiveSceneRoot;
>>> var imgName = ImgFilePath.substring(ImgFilePath.lastIndexOf("\\")+1,
>>> ImgFilePath.lastIndexOf("."));
>>> var grid = r.AddGeometry("grid", "MeshSurface", imgName);
>>> grid.vlength = (yres / xres) * grid.ulength.value;
>>>
>>>  // Apply Material
>>> ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset", grid,
>>> null, "", siLetLocalMaterialsOverlap);
>>> var Shader = grid.Material.shaders("Lambert"

Re: Test for Inverted UV's

2013-05-11 Thread Enrique Caballero
sorry guys, wrote that quickly

k so apparently these artists have somehow managed to create UVS where some
of the polygons in that UV island/shell/hull are facing in the opposite
direction.  So that on those polygons the bump and displacement maps are
inverted.

I'm not sure how they actually did this, they probably cut up the uv's and
then tried to put them back together, but somehow messed it up, and now
some of the UV's are flipped.

They are new starters from a company that used 3dsmax so they are still
getting used to the xsi workflow. They have asked us if there's a quick way
to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
uv's  would be a different color in the uv editor.

anyway i dont think that there is, as I've never ran into this issue
before, when I UV i just a combination of projections and uv unwrap. and
everything comes out okay


On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Was about to ask for the same. For those of us who don't know max inverted
> UVs and a stitching where it wouldn't be blatantly obvious don't make a lot
> of sense in the same sentence :)
>
>
> On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote:
>
>>  define inverted uv
>>
>>  --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [
>> enriquecaball...@gmail.com]
>> *Sent:* Saturday, May 11, 2013 6:58 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Test for Inverted UV's
>>
>>   Hey guys,
>> I'm passing forward a question from one of our new artists here that
>> stumped me.
>>
>>  Is there a quick way to check for inverted UV's in softimage.  3dsmax
>> apparently has one built in.
>>
>>
>>  Basically sometimes the uv's get stitched together inverted and they
>> are having a hard time detecting these.
>>
>>  Thanks,
>>
>>  -Enrique
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Test for Inverted UV's

2013-05-11 Thread Raffaele Fragapane
Was about to ask for the same. For those of us who don't know max inverted
UVs and a stitching where it wouldn't be blatantly obvious don't make a lot
of sense in the same sentence :)


On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote:

>  define inverted uv
>
>  --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [
> enriquecaball...@gmail.com]
> *Sent:* Saturday, May 11, 2013 6:58 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Test for Inverted UV's
>
>   Hey guys,
> I'm passing forward a question from one of our new artists here that
> stumped me.
>
>  Is there a quick way to check for inverted UV's in softimage.  3dsmax
> apparently has one built in.
>
>
>  Basically sometimes the uv's get stitched together inverted and they are
> having a hard time detecting these.
>
>  Thanks,
>
>  -Enrique
>



-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


RE: Test for Inverted UV's

2013-05-11 Thread Matt Lind
define inverted uv


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero 
[enriquecaball...@gmail.com]
Sent: Saturday, May 11, 2013 6:58 AM
To: softimage@listproc.autodesk.com
Subject: Test for Inverted UV's

Hey guys,
I'm passing forward a question from one of our new artists here that stumped me.

Is there a quick way to check for inverted UV's in softimage.  3dsmax 
apparently has one built in.


Basically sometimes the uv's get stitched together inverted and they are having 
a hard time detecting these.

Thanks,

-Enrique


RE: GridData widgets crashing in PPG

2013-05-11 Thread Matt Lind
I do, but you're assuming I'm at home, which I'm not.


Matt




From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia 
[chris.c...@autodesk.com]
Sent: Friday, May 10, 2013 7:11 PM
To: 
Subject: Re: GridData widgets crashing in PPG

But I thought u have your home machine too? It's time to try the SP1 RC1...

Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 9:42 AM, "Matt Lind" 
mailto:ml...@carbinestudios.com>> wrote:

Here at Carbine I do not have the permissions to install a license.  I have to 
submit the license to my IT staff to install on a server.  They are currently 
busy with other stuff.  Therefore I must wait.


Matt




From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron
Sent: Friday, May 10, 2013 6:37 PM
To: softimage@listproc.autodesk.com
Subject: Re: GridData widgets crashing in PPG

you should be able to use the existing beta install and just update the license 
it uses. the license chris is talking about is available on the beta site.

i was able to go to help>product license information>update and enter the new 
serial number. maybe this is doable from outside of softimage too?

s

On Fri, May 10, 2013 at 6:29 PM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Having new licenses doesn't make installation any faster   ;-)

Matt



-Original Message-
From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Chris Chia
Sent: Friday, May 10, 2013 5:53 PM
To: mailto:softimage@listproc.autodesk.com>>
Subject: Re: GridData widgets crashing in PPG
There is a new set of beta standalone license. You can give it a try.

Regards,
Chris




Re: image plane?

2013-05-11 Thread olivier jeannel

Paul, thank's for the long answer :)
I understand better, I believe the various pictures sizes is the only 
thing that might not be treated directly out of the box.

I get your point now, thank you ;)

Olivier


Le 11/05/2013 20:37, Paul Griswold a écrit :
Well, IMHO there are times when Softimage is too robust for it's own 
good.  In this case, being able to quickly set up a huge number of 
image planes without having to create a material, UVs, or even a grid, 
is great.


I'm a far cry from a TD, so I look at a huge pile of randomly sized 
images from my client that I have to use in a motion graphics piece 
and the only solution I have in my mind is to create a grid, apply a 
material/sprite node, attach an image, create UVs, and then repeat the 
process over and over until I have them all built.


With ImagePlane3D in Fusion you feed it an image, it generates a grid, 
creates UVs and assigns a surface automatically.  If you switch the 
image, it changes the grid to match the aspect ratio of the new image.


It's not that I'm enthusiastic about it, I'm just lazy and wanted a 
faster way to get things set up. ;-)


But it did get me thinking about Particle Illusion and how it does 
things & how cool it would be if ICE could do something similar.  PI 
is a particle system that fakes a lot of stuff by using images or 
image sequences.  Imagine if you could load an image / image sequence 
directly into ICE and change the Emit Shape to "Image" and instead of 
a point, sphere, etc., you emitted images.


-Paul



On Sat, May 11, 2013 at 2:17 PM, olivier jeannel 
mailto:olivier.jean...@noos.fr>> wrote:


I'm not working this week end (no Softimage), but I don't really
get what is this image plane you're so enthousiast about.
Feel free to throw a screen grab (if you've got time).

Take care,

Olivier

Le 11/05/2013 19:46, Paul Griswold a écrit :

Wow that's awesome!

Yeah, in Fusion the ImagePlane3D is used to set up matte shots.
 You can feed it an image and it'll just give you a grid that's
exactly the correct size/aspect to match the image & it also uses
the alpha properly.  It's great for quickly setting up an
environment - you just load up trees, bushes, a treeline, etc.

I was thinking about it, and what would be really cool is if
there was a way for ICE to read a bunch of images, create an
array and then apply them to the ICE rectangle particle shapes
individually.  Basically the way you'd normally pick a group of
objects for your instance shapes, but just with images.

Thanks!

Paul




On Sat, May 11, 2013 at 5:34 AM, Martin mailto:furik...@gmail.com>> wrote:

My mistake, it was xres and yres.

And now that I have opened SI, I wrote something.

If I haven't misunderstand what you need, you could do
something like this:

//---
//JScript

// Load Texture
var ImgFilePath = "Pictures\\TEST.tga";
var newImg = SICreateImageClip(ImgFilePath)(0);
xres = newImg.Source.xres.value;
yres = newImg.Source.yres.value;

// Create Grid
var r = ActiveSceneRoot;
var imgName =
ImgFilePath.substring(ImgFilePath.lastIndexOf("\\")+1,
ImgFilePath.lastIndexOf("."));
var grid = r.AddGeometry("grid", "MeshSurface", imgName);
grid.vlength = (yres / xres) * grid.ulength.value;

// Apply Material
ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset",
grid, null, "", siLetLocalMaterialsOverlap);
var Shader = grid.Material.shaders("Lambert");
SIConnectShaderToCnxPoint(newImg, Shader.diffuse, false);
var TP = CreateProjection(grid, siTxtPlanarXZ,
siTxtDefaultPlanarXZ, null, "Texture_Projection", null, null,
null)(1);
SetInstanceDataValue(null, Shader+".Image.tspace_id", TP);
grid.Material.name  = imgName +
"_Mat";
//---

It will create a grid, keep the grid U value and change its Y
value to match the texture aspect ratio.

Make a loop with FSO and your folder with your textures and
do your 100 grids in seconds.

regards,

M.Yara


On Sat, May 11, 2013 at 12:03 PM, Martin mailto:furik...@gmail.com>> wrote:

I haven't used Fusion so I don't know exactly what is
ImagePlane3D but if you want to create a grid, put a
texture and match the aspect ratio to texture, I don't
think there is something like that out of the box but
that should be easily scriptable by reading the
imageclip's source resx and resy. (I'm not in front of a
PC but I think it was something like that
imageclip.source.resx)

cheers

Martin

On 2013/05/11, at 3:31, Paul Griswold
mailto:pgrisw...@f

Re: image plane?

2013-05-11 Thread Paul Griswold
Well, IMHO there are times when Softimage is too robust for it's own good.
 In this case, being able to quickly set up a huge number of image planes
without having to create a material, UVs, or even a grid, is great.

I'm a far cry from a TD, so I look at a huge pile of randomly sized images
from my client that I have to use in a motion graphics piece and the only
solution I have in my mind is to create a grid, apply a material/sprite
node, attach an image, create UVs, and then repeat the process over and
over until I have them all built.

With ImagePlane3D in Fusion you feed it an image, it generates a grid,
creates UVs and assigns a surface automatically.  If you switch the image,
it changes the grid to match the aspect ratio of the new image.

It's not that I'm enthusiastic about it, I'm just lazy and wanted a faster
way to get things set up. ;-)

But it did get me thinking about Particle Illusion and how it does things &
how cool it would be if ICE could do something similar.  PI is a particle
system that fakes a lot of stuff by using images or image sequences.
 Imagine if you could load an image / image sequence directly into ICE and
change the Emit Shape to "Image" and instead of a point, sphere, etc., you
emitted images.

-Paul



On Sat, May 11, 2013 at 2:17 PM, olivier jeannel wrote:

>  I'm not working this week end (no Softimage), but I don't really get
> what is this image plane you're so enthousiast about.
> Feel free to throw a screen grab (if you've got time).
>
> Take care,
>
> Olivier
>
> Le 11/05/2013 19:46, Paul Griswold a écrit :
>
>  Wow that's awesome!
>
>  Yeah, in Fusion the ImagePlane3D is used to set up matte shots.  You can
> feed it an image and it'll just give you a grid that's exactly the correct
> size/aspect to match the image & it also uses the alpha properly.  It's
> great for quickly setting up an environment - you just load up trees,
> bushes, a treeline, etc.
>
>  I was thinking about it, and what would be really cool is if there was a
> way for ICE to read a bunch of images, create an array and then apply them
> to the ICE rectangle particle shapes individually.  Basically the way you'd
> normally pick a group of objects for your instance shapes, but just with
> images.
>
>  Thanks!
>
>  Paul
>
>
>
>
> On Sat, May 11, 2013 at 5:34 AM, Martin  wrote:
>
>>  My mistake, it was xres and yres.
>>
>>  And now that I have opened SI, I wrote something.
>>
>>  If I haven't misunderstand what you need, you could do something like
>> this:
>>
>>  //---
>>  //JScript
>>
>>  // Load Texture
>> var ImgFilePath = "Pictures\\TEST.tga";
>>  var newImg = SICreateImageClip(ImgFilePath)(0);
>> xres = newImg.Source.xres.value;
>> yres = newImg.Source.yres.value;
>>
>>  // Create Grid
>> var r = ActiveSceneRoot;
>> var imgName = ImgFilePath.substring(ImgFilePath.lastIndexOf("\\")+1,
>> ImgFilePath.lastIndexOf("."));
>> var grid = r.AddGeometry("grid", "MeshSurface", imgName);
>> grid.vlength = (yres / xres) * grid.ulength.value;
>>
>>  // Apply Material
>> ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset", grid,
>> null, "", siLetLocalMaterialsOverlap);
>> var Shader = grid.Material.shaders("Lambert");
>> SIConnectShaderToCnxPoint(newImg, Shader.diffuse, false);
>> var TP = CreateProjection(grid, siTxtPlanarXZ, siTxtDefaultPlanarXZ,
>> null, "Texture_Projection", null, null, null)(1);
>> SetInstanceDataValue(null, Shader+".Image.tspace_id", TP);
>> grid.Material.name = imgName + "_Mat";
>>  //---
>>
>>  It will create a grid, keep the grid U value and change its Y value to
>> match the texture aspect ratio.
>>
>>  Make a loop with FSO and your folder with your textures and do your 100
>> grids in seconds.
>>
>>  regards,
>>
>>  M.Yara
>>
>>
>> On Sat, May 11, 2013 at 12:03 PM, Martin  wrote:
>>
>>>  I haven't used Fusion so I don't know exactly what is ImagePlane3D but
>>> if you want to create a grid, put a texture and match the aspect ratio to
>>> texture, I don't think there is something like that out of the box but that
>>> should be easily scriptable by reading the imageclip's source resx and
>>> resy. (I'm not in front of a PC but I think it was something like that
>>> imageclip.source.resx)
>>>
>>>  cheers
>>>
>>> Martin
>>>
>>> On 2013/05/11, at 3:31, Paul Griswold <
>>> pgrisw...@fusiondigitalproductions.com> wrote:
>>>
>>>   Softimage doesn't happen to have anything like Fusion's ImagePlane3D,
>>> does it?
>>>
>>>  It's nothing more than a simple grid with an image mapped to it.  But
>>> the nice thing is, there's no need to create UVs or a material and the grid
>>> is automatically sized to match the aspect ratio of the image you're
>>> feeding it.
>>>
>>>  I have a project where I need to create probably 100+ of these simple
>>> image planes, so it'd be fantastic of Soft had something like that.
>>>
>>>  -Paul
>>>
>>>
>>
>
>


Re: image plane?

2013-05-11 Thread olivier jeannel
I'm not working this week end (no Softimage), but I don't really get 
what is this image plane you're so enthousiast about.

Feel free to throw a screen grab (if you've got time).

Take care,

Olivier

Le 11/05/2013 19:46, Paul Griswold a écrit :

Wow that's awesome!

Yeah, in Fusion the ImagePlane3D is used to set up matte shots.  You 
can feed it an image and it'll just give you a grid that's exactly the 
correct size/aspect to match the image & it also uses the alpha 
properly.  It's great for quickly setting up an environment - you just 
load up trees, bushes, a treeline, etc.


I was thinking about it, and what would be really cool is if there was 
a way for ICE to read a bunch of images, create an array and then 
apply them to the ICE rectangle particle shapes individually. 
 Basically the way you'd normally pick a group of objects for your 
instance shapes, but just with images.


Thanks!

Paul




On Sat, May 11, 2013 at 5:34 AM, Martin > wrote:


My mistake, it was xres and yres.

And now that I have opened SI, I wrote something.

If I haven't misunderstand what you need, you could do something
like this:

//---
//JScript

// Load Texture
var ImgFilePath = "Pictures\\TEST.tga";
var newImg = SICreateImageClip(ImgFilePath)(0);
xres = newImg.Source.xres.value;
yres = newImg.Source.yres.value;

// Create Grid
var r = ActiveSceneRoot;
var imgName =
ImgFilePath.substring(ImgFilePath.lastIndexOf("\\")+1,
ImgFilePath.lastIndexOf("."));
var grid = r.AddGeometry("grid", "MeshSurface", imgName);
grid.vlength = (yres / xres) * grid.ulength.value;

// Apply Material
ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset",
grid, null, "", siLetLocalMaterialsOverlap);
var Shader = grid.Material.shaders("Lambert");
SIConnectShaderToCnxPoint(newImg, Shader.diffuse, false);
var TP = CreateProjection(grid, siTxtPlanarXZ,
siTxtDefaultPlanarXZ, null, "Texture_Projection", null, null,
null)(1);
SetInstanceDataValue(null, Shader+".Image.tspace_id", TP);
grid.Material.name  = imgName + "_Mat";
//---

It will create a grid, keep the grid U value and change its Y
value to match the texture aspect ratio.

Make a loop with FSO and your folder with your textures and do
your 100 grids in seconds.

regards,

M.Yara


On Sat, May 11, 2013 at 12:03 PM, Martin mailto:furik...@gmail.com>> wrote:

I haven't used Fusion so I don't know exactly what is
ImagePlane3D but if you want to create a grid, put a texture
and match the aspect ratio to texture, I don't think there is
something like that out of the box but that should be easily
scriptable by reading the imageclip's source resx and resy.
(I'm not in front of a PC but I think it was something like
that imageclip.source.resx)

cheers

Martin

On 2013/05/11, at 3:31, Paul Griswold
mailto:pgrisw...@fusiondigitalproductions.com>> wrote:


Softimage doesn't happen to have anything like Fusion's
ImagePlane3D, does it?

It's nothing more than a simple grid with an image mapped to
it.  But the nice thing is, there's no need to create UVs or
a material and the grid is automatically sized to match the
aspect ratio of the image you're feeding it.

I have a project where I need to create probably 100+ of
these simple image planes, so it'd be fantastic of Soft had
something like that.

-Paul








Re: image plane?

2013-05-11 Thread Paul Griswold
Wow that's awesome!

Yeah, in Fusion the ImagePlane3D is used to set up matte shots.  You can
feed it an image and it'll just give you a grid that's exactly the correct
size/aspect to match the image & it also uses the alpha properly.  It's
great for quickly setting up an environment - you just load up trees,
bushes, a treeline, etc.

I was thinking about it, and what would be really cool is if there was a
way for ICE to read a bunch of images, create an array and then apply them
to the ICE rectangle particle shapes individually.  Basically the way you'd
normally pick a group of objects for your instance shapes, but just with
images.

Thanks!

Paul




On Sat, May 11, 2013 at 5:34 AM, Martin  wrote:

> My mistake, it was xres and yres.
>
> And now that I have opened SI, I wrote something.
>
> If I haven't misunderstand what you need, you could do something like this:
>
> //---
> //JScript
>
> // Load Texture
> var ImgFilePath = "Pictures\\TEST.tga";
> var newImg = SICreateImageClip(ImgFilePath)(0);
> xres = newImg.Source.xres.value;
> yres = newImg.Source.yres.value;
>
> // Create Grid
> var r = ActiveSceneRoot;
> var imgName = ImgFilePath.substring(ImgFilePath.lastIndexOf("\\")+1,
> ImgFilePath.lastIndexOf("."));
> var grid = r.AddGeometry("grid", "MeshSurface", imgName);
> grid.vlength = (yres / xres) * grid.ulength.value;
>
> // Apply Material
> ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset", grid,
> null, "", siLetLocalMaterialsOverlap);
> var Shader = grid.Material.shaders("Lambert");
> SIConnectShaderToCnxPoint(newImg, Shader.diffuse, false);
> var TP = CreateProjection(grid, siTxtPlanarXZ, siTxtDefaultPlanarXZ, null,
> "Texture_Projection", null, null, null)(1);
> SetInstanceDataValue(null, Shader+".Image.tspace_id", TP);
> grid.Material.name = imgName + "_Mat";
> //---
>
> It will create a grid, keep the grid U value and change its Y value to
> match the texture aspect ratio.
>
> Make a loop with FSO and your folder with your textures and do your 100
> grids in seconds.
>
> regards,
>
> M.Yara
>
>
> On Sat, May 11, 2013 at 12:03 PM, Martin  wrote:
>
>> I haven't used Fusion so I don't know exactly what is ImagePlane3D but
>> if you want to create a grid, put a texture and match the aspect ratio to
>> texture, I don't think there is something like that out of the box but that
>> should be easily scriptable by reading the imageclip's source resx and
>> resy. (I'm not in front of a PC but I think it was something like that
>> imageclip.source.resx)
>>
>> cheers
>>
>> Martin
>>
>> On 2013/05/11, at 3:31, Paul Griswold <
>> pgrisw...@fusiondigitalproductions.com> wrote:
>>
>> Softimage doesn't happen to have anything like Fusion's ImagePlane3D,
>> does it?
>>
>> It's nothing more than a simple grid with an image mapped to it.  But the
>> nice thing is, there's no need to create UVs or a material and the grid is
>> automatically sized to match the aspect ratio of the image you're feeding
>> it.
>>
>> I have a project where I need to create probably 100+ of these simple
>> image planes, so it'd be fantastic of Soft had something like that.
>>
>> -Paul
>>
>>
>


Test for Inverted UV's

2013-05-11 Thread Enrique Caballero
Hey guys,
I'm passing forward a question from one of our new artists here that
stumped me.

Is there a quick way to check for inverted UV's in softimage.  3dsmax
apparently has one built in.


Basically sometimes the uv's get stitched together inverted and they are
having a hard time detecting these.

Thanks,

-Enrique


Re: Camera match to User View

2013-05-11 Thread Vincent Ullmann

Just to add something...
I just found, the place where User-Cameras (and Top/Left/...) live..

Set your Explorer to "Application" -> Views



Am 11.05.2013 03:50, schrieb David Gallagher:

Wow, thanks!


On 5/10/2013 7:38 PM, Vincent Ullmann wrote:

Just cant sleep. ;-)
Here you Go...

Select your "real"-Camera
Run script
Choose ViewPort you want to Match (A,B,C,D)

Am 11.05.2013 01:25, schrieb Lp3dsoft:
Rings a bell, I remember it as one of a set of camera tools that 
Chinny did


On 11 May 2013, at 00:08, David Gallagher 
 wrote:


I seem to remember using a script that creates a camera and matches 
it to the User View, but I can't find it now.


Sound familiar to anyone?








<>

Re: image plane?

2013-05-11 Thread Martin
My mistake, it was xres and yres.

And now that I have opened SI, I wrote something.

If I haven't misunderstand what you need, you could do something like this:

//---
//JScript

// Load Texture
var ImgFilePath = "Pictures\\TEST.tga";
var newImg = SICreateImageClip(ImgFilePath)(0);
xres = newImg.Source.xres.value;
yres = newImg.Source.yres.value;

// Create Grid
var r = ActiveSceneRoot;
var imgName = ImgFilePath.substring(ImgFilePath.lastIndexOf("\\")+1,
ImgFilePath.lastIndexOf("."));
var grid = r.AddGeometry("grid", "MeshSurface", imgName);
grid.vlength = (yres / xres) * grid.ulength.value;

// Apply Material
ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset", grid,
null, "", siLetLocalMaterialsOverlap);
var Shader = grid.Material.shaders("Lambert");
SIConnectShaderToCnxPoint(newImg, Shader.diffuse, false);
var TP = CreateProjection(grid, siTxtPlanarXZ, siTxtDefaultPlanarXZ, null,
"Texture_Projection", null, null, null)(1);
SetInstanceDataValue(null, Shader+".Image.tspace_id", TP);
grid.Material.name = imgName + "_Mat";
//---

It will create a grid, keep the grid U value and change its Y value to
match the texture aspect ratio.

Make a loop with FSO and your folder with your textures and do your 100
grids in seconds.

regards,

M.Yara


On Sat, May 11, 2013 at 12:03 PM, Martin  wrote:

> I haven't used Fusion so I don't know exactly what is ImagePlane3D but if
> you want to create a grid, put a texture and match the aspect ratio to
> texture, I don't think there is something like that out of the box but that
> should be easily scriptable by reading the imageclip's source resx and
> resy. (I'm not in front of a PC but I think it was something like that
> imageclip.source.resx)
>
> cheers
>
> Martin
>
> On 2013/05/11, at 3:31, Paul Griswold <
> pgrisw...@fusiondigitalproductions.com> wrote:
>
> Softimage doesn't happen to have anything like Fusion's ImagePlane3D, does
> it?
>
> It's nothing more than a simple grid with an image mapped to it.  But the
> nice thing is, there's no need to create UVs or a material and the grid is
> automatically sized to match the aspect ratio of the image you're feeding
> it.
>
> I have a project where I need to create probably 100+ of these simple
> image planes, so it'd be fantastic of Soft had something like that.
>
> -Paul
>
>