Re: -Camera. Frames issues

2016-03-10 Thread Stephen Davidson
Actually,  TV is 30 fps.,  or more accurately 29.97 fps,  but for short
clips 30 fps is fine.

On Fri, Mar 11, 2016, 12:23 AM Tenshi .  wrote:

> @Stephen, i read your words, thank you! Your info save my ass for future
> projects. For now they told me they'll use this on TV and some documentary,
> so 24fps. but my issue will continue then. I can't render with Arnold that
> thing, i already have all animated. Maybe it's some feature for the
> SolidAngle team...
>
> On Thu, Mar 10, 2016 at 8:01 PM, Stephen Davidson 
> wrote:
>
>> No, it does not, but you can't use field rendering on YouTube, anyway.
>> See my last post about
>> rendering 60 fps since YouTube will take that frame rate.
>>
>> Best Regards,
>> *  Stephen P. Davidson*
>>
>> *(954) 552-7956*sdavid...@3danimationmagic.com
>>
>> *Any sufficiently advanced technology is indistinguishable from magic*
>>
>>
>>- Arthur C. Clarke
>>
>> 
>>
>> On Thu, Mar 10, 2016 at 4:45 PM Tenshi .  wrote:
>>
>>> *You know if Sitoa support Field Rendering? *
>>>
>>> On Wed, Mar 9, 2016 at 5:43 PM, Stephen Davidson >> > wrote:
>>>
 If this is going to be on YouTube, you can't use field rendering,
 anyway.
 BUT... YouTube will play back up to 60 fps. Here is the info about
 that.:
 https://creatoracademy.withgoogle.com/page/lesson/frame-rate?hl=en
 That, along with slight motion blur, should play as smooth as silk.

 Best Regards,
 *  Stephen P. Davidson*

 *(954) 552-7956*sdavid...@3danimationmagic.com

 *Any sufficiently advanced technology is indistinguishable from magic*


  - Arthur C. Clarke

 

 On Wed, Mar 9, 2016 at 4:40 PM Tenshi .  wrote:

> @Stephen, thank you for the insight. A lot of info i didn't know
> about. This video it's for broadcast at 24fps. I think they will use this
> video for youtube intros, and tv. So i guess i need to export this 2 
> times.
> 24fps and a 30 or 60fps.
> My next question will be... Does Sitoa support "Field Rendering"?  I'm
> looking at the sitoa options and i cannot see that option.
> --
> Softimage Mailing List.
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Re: -Camera. Frames issues

2016-03-10 Thread Tenshi .
@Stephen, i read your words, thank you! Your info save my ass for future
projects. For now they told me they'll use this on TV and some documentary,
so 24fps. but my issue will continue then. I can't render with Arnold that
thing, i already have all animated. Maybe it's some feature for the
SolidAngle team...

On Thu, Mar 10, 2016 at 8:01 PM, Stephen Davidson 
wrote:

> No, it does not, but you can't use field rendering on YouTube, anyway. See
> my last post about
> rendering 60 fps since YouTube will take that frame rate.
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>
> On Thu, Mar 10, 2016 at 4:45 PM Tenshi .  wrote:
>
>> *You know if Sitoa support Field Rendering? *
>>
>> On Wed, Mar 9, 2016 at 5:43 PM, Stephen Davidson 
>> wrote:
>>
>>> If this is going to be on YouTube, you can't use field rendering, anyway.
>>> BUT... YouTube will play back up to 60 fps. Here is the info about that.:
>>> https://creatoracademy.withgoogle.com/page/lesson/frame-rate?hl=en
>>> That, along with slight motion blur, should play as smooth as silk.
>>>
>>> Best Regards,
>>> *  Stephen P. Davidson*
>>>
>>> *(954) 552-7956*sdavid...@3danimationmagic.com
>>>
>>> *Any sufficiently advanced technology is indistinguishable from magic*
>>>
>>>
>>>  - Arthur C. Clarke
>>>
>>> 
>>>
>>> On Wed, Mar 9, 2016 at 4:40 PM Tenshi .  wrote:
>>>
 @Stephen, thank you for the insight. A lot of info i didn't know about.
 This video it's for broadcast at 24fps. I think they will use this video
 for youtube intros, and tv. So i guess i need to export this 2 times. 24fps
 and a 30 or 60fps.
 My next question will be... Does Sitoa support "Field Rendering"?  I'm
 looking at the sitoa options and i cannot see that option.
 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
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>>>
>>
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Re: -Camera. Frames issues

2016-03-10 Thread Stephen Davidson
No, it does not, but you can't use field rendering on YouTube, anyway. See
my last post about
rendering 60 fps since YouTube will take that frame rate.

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke



On Thu, Mar 10, 2016 at 4:45 PM Tenshi .  wrote:

> *You know if Sitoa support Field Rendering? *
>
> On Wed, Mar 9, 2016 at 5:43 PM, Stephen Davidson 
> wrote:
>
>> If this is going to be on YouTube, you can't use field rendering, anyway.
>> BUT... YouTube will play back up to 60 fps. Here is the info about that.:
>> https://creatoracademy.withgoogle.com/page/lesson/frame-rate?hl=en
>> That, along with slight motion blur, should play as smooth as silk.
>>
>> Best Regards,
>> *  Stephen P. Davidson*
>>
>> *(954) 552-7956*sdavid...@3danimationmagic.com
>>
>> *Any sufficiently advanced technology is indistinguishable from magic*
>>
>>
>>- Arthur C. Clarke
>>
>> 
>>
>> On Wed, Mar 9, 2016 at 4:40 PM Tenshi .  wrote:
>>
>>> @Stephen, thank you for the insight. A lot of info i didn't know about.
>>> This video it's for broadcast at 24fps. I think they will use this video
>>> for youtube intros, and tv. So i guess i need to export this 2 times. 24fps
>>> and a 30 or 60fps.
>>> My next question will be... Does Sitoa support "Field Rendering"?  I'm
>>> looking at the sitoa options and i cannot see that option.
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>
>>
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Re: -Camera. Frames issues

2016-03-10 Thread Tenshi .
*You know if Sitoa support Field Rendering? *

On Wed, Mar 9, 2016 at 5:43 PM, Stephen Davidson 
wrote:

> If this is going to be on YouTube, you can't use field rendering, anyway.
> BUT... YouTube will play back up to 60 fps. Here is the info about that.:
> https://creatoracademy.withgoogle.com/page/lesson/frame-rate?hl=en
> That, along with slight motion blur, should play as smooth as silk.
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>
> On Wed, Mar 9, 2016 at 4:40 PM Tenshi .  wrote:
>
>> @Stephen, thank you for the insight. A lot of info i didn't know about.
>> This video it's for broadcast at 24fps. I think they will use this video
>> for youtube intros, and tv. So i guess i need to export this 2 times. 24fps
>> and a 30 or 60fps.
>> My next question will be... Does Sitoa support "Field Rendering"?  I'm
>> looking at the sitoa options and i cannot see that option.
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
>
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Re: scripting Weights

2016-03-10 Thread Martin
Thanks Alok, that's more or less what I'm doing. I have my weights array with 
rounded numbers but when I put them back to the envelope, they get converted 
into floating point approximations.

In Maya, the rounded weights get stored in the ma file, I'm not sure how Maya 
deal with that internally though, I'm guessing it's similar.

Martin
Sent from my iPhone

> On 2016/03/11, at 2:57, Alok Gandhi  wrote:
> 
> In previous such situations I successfully used the ceil to int and the then 
> covert back to float. But I think I used this to display some text on the 
> viewport slates. In your case it might not work but give it a try.
> 
> N = some float with long series of numbers after decimal that you need to 
> round off.
> 
> n =  floor to int N
> 
> d = number of digits you care after decimal 
> 
> N' = floor to int[ (N-n) * 10^ d]
> 
> Final Number rounded = n + (N' / 10^ d)
> 
> Try this.
> 
> Sent from my iPhone
> 
>> On 10-Mar-2016, at 9:21 PM, Martin Yara  wrote:
>> 
>> I see, so it isn't possible.
>> Sometimes our clients ask us to round the weights to certain digits.
>> 
>> So far they've never complained when I used this old tool (that I was trying 
>> to update), so I guess this should be good enough then.
>> 
>> Thanks.
>> 
>>> On Fri, Mar 11, 2016 at 12:45 AM, Luc-Eric Rousseau  
>>> wrote:
>>> 0.3 can't be expressed exactly in floating point numbers.
>>> It's possible through manipulation that you can get it to a number
>>> that the code that the function which prints the number happens to
>>> neatly truncate back 0.3, but the value isn't actually ever stored as
>>> 0.3.
>>> 
>>> http://www.exploringbinary.com/floating-point-converter/
>>> Select Single Precision. which is what the weight maps use.
>>> 
>>> The sliders in XSI just convert the number to text and then truncates
>>> at a fix number of decimal, hiding the issue from you/
>>> 
>>> On 7 March 2016 at 06:01, Martin Yara  wrote:
>>> > I wrote a tool to round weights decimals but I'm still having decimals.
>>> >
>>> > I get the weighs with :
>>> >
>>> > Obj.Envelopes(0).Weights.Array
>>> >
>>> > Round them and put them back with
>>> >
>>> > myEnvelope.Weights.Array = roundedWeights
>>> >
>>> > But when I check my weights after that I'm still having decimals like:
>>> > 0.30011920929
>>> > 14.198092651
>>> > 58
>>> > 27.5
>>> >
>>> > And my roundedWeights array is just like I want them:
>>> > 0.3
>>> > 14.2
>>> > 58
>>> > 27.5
>>> >
>>> > I successfully did it in Maya disabling the Normalize property, but I 
>>> > can't
>>> > get it to work in Softimage. Is there any way to do this?
>>> >
>>> > Thanks
>>> >
>>> > Martin
>>> >
>>> > --
>>> > Softimage Mailing List.
>>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
>>> > with
>>> > "unsubscribe" in the subject, and reply to confirm.
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>>> "unsubscribe" in the subject, and reply to confirm.
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Re: scripting Weights

2016-03-10 Thread Alok Gandhi
In previous such situations I successfully used the ceil to int and the then 
covert back to float. But I think I used this to display some text on the 
viewport slates. In your case it might not work but give it a try.

N = some float with long series of numbers after decimal that you need to round 
off.

n =  floor to int N

d = number of digits you care after decimal 

N' = floor to int[ (N-n) * 10^ d]

Final Number rounded = n + (N' / 10^ d)

Try this.

Sent from my iPhone

> On 10-Mar-2016, at 9:21 PM, Martin Yara  wrote:
> 
> I see, so it isn't possible.
> Sometimes our clients ask us to round the weights to certain digits.
> 
> So far they've never complained when I used this old tool (that I was trying 
> to update), so I guess this should be good enough then.
> 
> Thanks.
> 
>> On Fri, Mar 11, 2016 at 12:45 AM, Luc-Eric Rousseau  
>> wrote:
>> 0.3 can't be expressed exactly in floating point numbers.
>> It's possible through manipulation that you can get it to a number
>> that the code that the function which prints the number happens to
>> neatly truncate back 0.3, but the value isn't actually ever stored as
>> 0.3.
>> 
>> http://www.exploringbinary.com/floating-point-converter/
>> Select Single Precision. which is what the weight maps use.
>> 
>> The sliders in XSI just convert the number to text and then truncates
>> at a fix number of decimal, hiding the issue from you/
>> 
>> On 7 March 2016 at 06:01, Martin Yara  wrote:
>> > I wrote a tool to round weights decimals but I'm still having decimals.
>> >
>> > I get the weighs with :
>> >
>> > Obj.Envelopes(0).Weights.Array
>> >
>> > Round them and put them back with
>> >
>> > myEnvelope.Weights.Array = roundedWeights
>> >
>> > But when I check my weights after that I'm still having decimals like:
>> > 0.30011920929
>> > 14.198092651
>> > 58
>> > 27.5
>> >
>> > And my roundedWeights array is just like I want them:
>> > 0.3
>> > 14.2
>> > 58
>> > 27.5
>> >
>> > I successfully did it in Maya disabling the Normalize property, but I can't
>> > get it to work in Softimage. Is there any way to do this?
>> >
>> > Thanks
>> >
>> > Martin
>> >
>> > --
>> > Softimage Mailing List.
>> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with
>> > "unsubscribe" in the subject, and reply to confirm.
>> --
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>> "unsubscribe" in the subject, and reply to confirm.
> 
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Re: scripting Weights

2016-03-10 Thread Martin Yara
I see, so it isn't possible.
Sometimes our clients ask us to round the weights to certain digits.

So far they've never complained when I used this old tool (that I was
trying to update), so I guess this should be good enough then.

Thanks.

On Fri, Mar 11, 2016 at 12:45 AM, Luc-Eric Rousseau 
wrote:

> 0.3 can't be expressed exactly in floating point numbers.
> It's possible through manipulation that you can get it to a number
> that the code that the function which prints the number happens to
> neatly truncate back 0.3, but the value isn't actually ever stored as
> 0.3.
>
> http://www.exploringbinary.com/floating-point-converter/
> Select Single Precision. which is what the weight maps use.
>
> The sliders in XSI just convert the number to text and then truncates
> at a fix number of decimal, hiding the issue from you/
>
> On 7 March 2016 at 06:01, Martin Yara  wrote:
> > I wrote a tool to round weights decimals but I'm still having decimals.
> >
> > I get the weighs with :
> >
> > Obj.Envelopes(0).Weights.Array
> >
> > Round them and put them back with
> >
> > myEnvelope.Weights.Array = roundedWeights
> >
> > But when I check my weights after that I'm still having decimals like:
> > 0.30011920929
> > 14.198092651
> > 58
> > 27.5
> >
> > And my roundedWeights array is just like I want them:
> > 0.3
> > 14.2
> > 58
> > 27.5
> >
> > I successfully did it in Maya disabling the Normalize property, but I
> can't
> > get it to work in Softimage. Is there any way to do this?
> >
> > Thanks
> >
> > Martin
> >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with
> > "unsubscribe" in the subject, and reply to confirm.
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Re: scripting Weights

2016-03-10 Thread Luc-Eric Rousseau
0.3 can't be expressed exactly in floating point numbers.
It's possible through manipulation that you can get it to a number
that the code that the function which prints the number happens to
neatly truncate back 0.3, but the value isn't actually ever stored as
0.3.

http://www.exploringbinary.com/floating-point-converter/
Select Single Precision. which is what the weight maps use.

The sliders in XSI just convert the number to text and then truncates
at a fix number of decimal, hiding the issue from you/

On 7 March 2016 at 06:01, Martin Yara  wrote:
> I wrote a tool to round weights decimals but I'm still having decimals.
>
> I get the weighs with :
>
> Obj.Envelopes(0).Weights.Array
>
> Round them and put them back with
>
> myEnvelope.Weights.Array = roundedWeights
>
> But when I check my weights after that I'm still having decimals like:
> 0.30011920929
> 14.198092651
> 58
> 27.5
>
> And my roundedWeights array is just like I want them:
> 0.3
> 14.2
> 58
> 27.5
>
> I successfully did it in Maya disabling the Normalize property, but I can't
> get it to work in Softimage. Is there any way to do this?
>
> Thanks
>
> Martin
>
> --
> Softimage Mailing List.
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> "unsubscribe" in the subject, and reply to confirm.
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Re: ICE - how to align instances to edges?

2016-03-10 Thread Morten Bartholdy
Oh I didn't think to check the Grid for ICE trees - all cool now and working in
2013 too :)
This list remains a goldmine :)

Thanks guys.


/Morten


> Den 10. marts 2016 klokken 15:32 skrev Olivier Jeannel
> :
> 
> 
> "Gg" sorry for the name ^^.
> Look into the icetree that is on the "Grid" object. That's the one that
> calculate the "tangent" I called "Gg".
> 
> To select all edges border :
> Select edge mode (right menu)
> then select "border edge" in the menu just below.
> Now if you rectangle select with the mouse in the view, only the border
> edges (the light blue one) will be selected.
> 
> On Thu, Mar 10, 2016 at 3:24 PM, Morten Bartholdy 
> wrote:
> 
> > Wow thanks a lot Olivier - that looks like it will do the trick. The
> > reason I
> > didn't want to use curves is merely that I will get a lot of polygon
> > islands and
> > don't know how to automagically select all border edges for extraction -
> > otherwise curve tangency would be fine.
> >
> > The Get Gg node just before Align Particle to Vector looks like it is the
> > one
> > that provides the edge vector, correct!? But I fail to understand what it
> > is
> > doing though.
> >
> > Cheers
> > Morten
> >
> >
> > > Den 10. marts 2016 klokken 14:17 skrev Olivier Jeannel
> > > :
> > >
> > >
> > > If you don't want to use curve (and curve tangent), I made this, but you
> > > need then to subdivide your edges to get good result.
> > > It calculate a "tangent" stored per point on the polygonal object.
> > > Then your Pointcloud get the closest location and take that tangent data
> > > and aligns vector.
> > >
> > >
> > > On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel  > >
> > > wrote:
> > >
> > > > You don't want to work with extracted edge curves ?
> > > >
> > > > On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning 
> > wrote:
> > > >
> > > >> I think there might be something in Eric Mootz's emTools that does
> > > >> alignment to edges?
> > > >>
> > > >> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy  > >
> > > >> wrote:
> > > >>
> > > >>> I am tinkering with a simple method for creating a cityscape in ICE
> > using
> > > >>> scatter tools. Julien Carmagnac SiScatter does most of what I need
> > with
> > > >>> insetting instances from edges and even scattering, but I am missing
> > one
> > > >>> important functionality. I need to be able to align the x or z axis
> > of
> > > >>> the
> > > >>> instances to the tangent of the closest border edge, and then add a
> > > >>> little
> > > >>> randomization to the y rotations. I have looked deep into the
> > compounds
> > > >>> and
> > > >>> tried different ways to get the edge tangent, but alas my ICE skills
> > > >>> come up
> > > >>> short here. Any scattering tool would do I guess - Milan Vaseks
> > Scatter
> > > >>> Tools or
> > > >>> even simple nonsimulated emissions, but I need this extra alignment
> > > >>> method. I
> > > >>> tried Juliens Generate instance on Curve too, but it requires edge
> > > >>> curves to be
> > > >>> selected and extracted, plus it seems the instances seem to be
> > flipped
> > > >>> 180 deg
> > > >>> on the y-axis between isntances without any way to control it.
> > > >>>
> > > >>> I have attached a screenshot showing a simple test where the A
> > example
> > > >>> is what I
> > > >>> need, and B is what I get with Generate instance on Curve.
> > > >>>
> > > >>> Any ideas on this will be much appreciated.
> > > >>>
> > > >>> Best
> > > >>> Morten
> > > >>> --
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> > softimage-requ...@listproc.autodesk.com
> > > >>> with "unsubscribe" in the subject, and reply to confirm.
> > > >>>
> > > >>
> > > >>
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> > > >>
> > > >
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Re: ICE - how to align instances to edges?

2016-03-10 Thread Olivier Jeannel
Oups, use thes values in the index ...Sorry.

On Thu, Mar 10, 2016 at 3:39 PM, Olivier Jeannel 
wrote:

> Try rebuild the attached Icetree on the polymesh (Maybe some "build array
> from set" problem ?)
>
> On Thu, Mar 10, 2016 at 3:33 PM, Morten Bartholdy 
> wrote:
>
>> I tried rebuilding it in Soft 2013 SP1 (by copy/paste) as I might have to
>> do
>> this in that version, but the Gg node remains red - is that a 2015 node?
>>
>> Morten
>>
>>
>>
>> > Den 10. marts 2016 klokken 14:17 skrev Olivier Jeannel
>> > :
>> >
>> >
>> > If you don't want to use curve (and curve tangent), I made this, but you
>> > need then to subdivide your edges to get good result.
>> > It calculate a "tangent" stored per point on the polygonal object.
>> > Then your Pointcloud get the closest location and take that tangent data
>> > and aligns vector.
>> >
>> >
>> > On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel <
>> facialdel...@gmail.com>
>> > wrote:
>> >
>> > > You don't want to work with extracted edge curves ?
>> > >
>> > > On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning 
>> wrote:
>> > >
>> > >> I think there might be something in Eric Mootz's emTools that does
>> > >> alignment to edges?
>> > >>
>> > >> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy <
>> x...@colorshopvfx.dk>
>> > >> wrote:
>> > >>
>> > >>> I am tinkering with a simple method for creating a cityscape in ICE
>> using
>> > >>> scatter tools. Julien Carmagnac SiScatter does most of what I need
>> with
>> > >>> insetting instances from edges and even scattering, but I am
>> missing one
>> > >>> important functionality. I need to be able to align the x or z axis
>> of
>> > >>> the
>> > >>> instances to the tangent of the closest border edge, and then add a
>> > >>> little
>> > >>> randomization to the y rotations. I have looked deep into the
>> compounds
>> > >>> and
>> > >>> tried different ways to get the edge tangent, but alas my ICE skills
>> > >>> come up
>> > >>> short here. Any scattering tool would do I guess - Milan Vaseks
>> Scatter
>> > >>> Tools or
>> > >>> even simple nonsimulated emissions, but I need this extra alignment
>> > >>> method. I
>> > >>> tried Juliens Generate instance on Curve too, but it requires edge
>> > >>> curves to be
>> > >>> selected and extracted, plus it seems the instances seem to be
>> flipped
>> > >>> 180 deg
>> > >>> on the y-axis between isntances without any way to control it.
>> > >>>
>> > >>> I have attached a screenshot showing a simple test where the A
>> example
>> > >>> is what I
>> > >>> need, and B is what I get with Generate instance on Curve.
>> > >>>
>> > >>> Any ideas on this will be much appreciated.
>> > >>>
>> > >>> Best
>> > >>> Morten
>> > >>> --
>> > >>> Softimage Mailing List.
>> > >>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com
>> > >>> with "unsubscribe" in the subject, and reply to confirm.
>> > >>>
>> > >>
>> > >>
>> > >> --
>> > >> Softimage Mailing List.
>> > >> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com
>> > >> with "unsubscribe" in the subject, and reply to confirm.
>> > >>
>> > >
>> > >
>> > --
>> > Softimage Mailing List.
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>> with
>> > "unsubscribe" in the subject, and reply to confirm.
>> --
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>> with "unsubscribe" in the subject, and reply to confirm.
>>
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Re: ICE - how to align instances to edges?

2016-03-10 Thread Olivier Jeannel
Try rebuild the attached Icetree on the polymesh (Maybe some "build array
from set" problem ?)

On Thu, Mar 10, 2016 at 3:33 PM, Morten Bartholdy 
wrote:

> I tried rebuilding it in Soft 2013 SP1 (by copy/paste) as I might have to
> do
> this in that version, but the Gg node remains red - is that a 2015 node?
>
> Morten
>
>
>
> > Den 10. marts 2016 klokken 14:17 skrev Olivier Jeannel
> > :
> >
> >
> > If you don't want to use curve (and curve tangent), I made this, but you
> > need then to subdivide your edges to get good result.
> > It calculate a "tangent" stored per point on the polygonal object.
> > Then your Pointcloud get the closest location and take that tangent data
> > and aligns vector.
> >
> >
> > On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel  >
> > wrote:
> >
> > > You don't want to work with extracted edge curves ?
> > >
> > > On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning 
> wrote:
> > >
> > >> I think there might be something in Eric Mootz's emTools that does
> > >> alignment to edges?
> > >>
> > >> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy  >
> > >> wrote:
> > >>
> > >>> I am tinkering with a simple method for creating a cityscape in ICE
> using
> > >>> scatter tools. Julien Carmagnac SiScatter does most of what I need
> with
> > >>> insetting instances from edges and even scattering, but I am missing
> one
> > >>> important functionality. I need to be able to align the x or z axis
> of
> > >>> the
> > >>> instances to the tangent of the closest border edge, and then add a
> > >>> little
> > >>> randomization to the y rotations. I have looked deep into the
> compounds
> > >>> and
> > >>> tried different ways to get the edge tangent, but alas my ICE skills
> > >>> come up
> > >>> short here. Any scattering tool would do I guess - Milan Vaseks
> Scatter
> > >>> Tools or
> > >>> even simple nonsimulated emissions, but I need this extra alignment
> > >>> method. I
> > >>> tried Juliens Generate instance on Curve too, but it requires edge
> > >>> curves to be
> > >>> selected and extracted, plus it seems the instances seem to be
> flipped
> > >>> 180 deg
> > >>> on the y-axis between isntances without any way to control it.
> > >>>
> > >>> I have attached a screenshot showing a simple test where the A
> example
> > >>> is what I
> > >>> need, and B is what I get with Generate instance on Curve.
> > >>>
> > >>> Any ideas on this will be much appreciated.
> > >>>
> > >>> Best
> > >>> Morten
> > >>> --
> > >>> Softimage Mailing List.
> > >>> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > >>> with "unsubscribe" in the subject, and reply to confirm.
> > >>>
> > >>
> > >>
> > >> --
> > >> Softimage Mailing List.
> > >> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > >> with "unsubscribe" in the subject, and reply to confirm.
> > >>
> > >
> > >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with
> > "unsubscribe" in the subject, and reply to confirm.
> --
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RE: ICE - how to align instances to edges?

2016-03-10 Thread Morten Bartholdy
So simple - thanks Sven :)

Morten


> Den 10. marts 2016 klokken 15:32 skrev Sven Constable
> :
> 
> 
> Application.SetSelFilter("Border_Edge")
> Application.SelectAllUsingFilter("Border_Edge",
> "siCheckComponentVisibility", "", "")
> 
> -Original Message-
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> Bartholdy
> Sent: Thursday, March 10, 2016 3:25 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: ICE - how to align instances to edges?
> 
> Wow thanks a lot Olivier - that looks like it will do the trick. The reason
> I didn't want to use curves is merely that I will get a lot of polygon
> islands and don't know how to automagically select all border edges for
> extraction - otherwise curve tangency would be fine.
> 
> The Get Gg node just before Align Particle to Vector looks like it is the
> one that provides the edge vector, correct!? But I fail to understand what
> it is doing though.
> 
> Cheers
> Morten
> 
> 
> > Den 10. marts 2016 klokken 14:17 skrev Olivier Jeannel
> > :
> > 
> > 
> > If you don't want to use curve (and curve tangent), I made this, but 
> > you need then to subdivide your edges to get good result.
> > It calculate a "tangent" stored per point on the polygonal object.
> > Then your Pointcloud get the closest location and take that tangent 
> > data and aligns vector.
> > 
> > 
> > On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel 
> > 
> > wrote:
> > 
> > > You don't want to work with extracted edge curves ?
> > >
> > > On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning  wrote:
> > >
> > >> I think there might be something in Eric Mootz's emTools that does 
> > >> alignment to edges?
> > >>
> > >> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy 
> > >> 
> > >> wrote:
> > >>
> > >>> I am tinkering with a simple method for creating a cityscape in 
> > >>> ICE using scatter tools. Julien Carmagnac SiScatter does most of 
> > >>> what I need with insetting instances from edges and even 
> > >>> scattering, but I am missing one important functionality. I need 
> > >>> to be able to align the x or z axis of the instances to the 
> > >>> tangent of the closest border edge, and then add a little 
> > >>> randomization to the y rotations. I have looked deep into the 
> > >>> compounds and tried different ways to get the edge tangent, but 
> > >>> alas my ICE skills come up short here. Any scattering tool would 
> > >>> do I guess - Milan Vaseks Scatter Tools or even simple 
> > >>> nonsimulated emissions, but I need this extra alignment method. I 
> > >>> tried Juliens Generate instance on Curve too, but it requires edge 
> > >>> curves to be selected and extracted, plus it seems the instances 
> > >>> seem to be flipped
> > >>> 180 deg
> > >>> on the y-axis between isntances without any way to control it.
> > >>>
> > >>> I have attached a screenshot showing a simple test where the A 
> > >>> example is what I need, and B is what I get with Generate instance 
> > >>> on Curve.
> > >>>
> > >>> Any ideas on this will be much appreciated.
> > >>>
> > >>> Best
> > >>> Morten
> > >>> --
> > >>> Softimage Mailing List.
> > >>> To unsubscribe, send a mail to 
> > >>> softimage-requ...@listproc.autodesk.com
> > >>> with "unsubscribe" in the subject, and reply to confirm.
> > >>>
> > >>
> > >>
> > >> --
> > >> Softimage Mailing List.
> > >> To unsubscribe, send a mail to 
> > >> softimage-requ...@listproc.autodesk.com
> > >> with "unsubscribe" in the subject, and reply to confirm.
> > >>
> > >
> > >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com 
> > with "unsubscribe" in the subject, and reply to confirm.
> --
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> "unsubscribe" in the subject, and reply to confirm.
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Re: ICE - how to align instances to edges?

2016-03-10 Thread Morten Bartholdy
I tried rebuilding it in Soft 2013 SP1 (by copy/paste) as I might have to do
this in that version, but the Gg node remains red - is that a 2015 node?

Morten



> Den 10. marts 2016 klokken 14:17 skrev Olivier Jeannel
> :
> 
> 
> If you don't want to use curve (and curve tangent), I made this, but you
> need then to subdivide your edges to get good result.
> It calculate a "tangent" stored per point on the polygonal object.
> Then your Pointcloud get the closest location and take that tangent data
> and aligns vector.
> 
> 
> On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel 
> wrote:
> 
> > You don't want to work with extracted edge curves ?
> >
> > On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning  wrote:
> >
> >> I think there might be something in Eric Mootz's emTools that does
> >> alignment to edges?
> >>
> >> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy 
> >> wrote:
> >>
> >>> I am tinkering with a simple method for creating a cityscape in ICE using
> >>> scatter tools. Julien Carmagnac SiScatter does most of what I need with
> >>> insetting instances from edges and even scattering, but I am missing one
> >>> important functionality. I need to be able to align the x or z axis of
> >>> the
> >>> instances to the tangent of the closest border edge, and then add a
> >>> little
> >>> randomization to the y rotations. I have looked deep into the compounds
> >>> and
> >>> tried different ways to get the edge tangent, but alas my ICE skills
> >>> come up
> >>> short here. Any scattering tool would do I guess - Milan Vaseks Scatter
> >>> Tools or
> >>> even simple nonsimulated emissions, but I need this extra alignment
> >>> method. I
> >>> tried Juliens Generate instance on Curve too, but it requires edge
> >>> curves to be
> >>> selected and extracted, plus it seems the instances seem to be flipped
> >>> 180 deg
> >>> on the y-axis between isntances without any way to control it.
> >>>
> >>> I have attached a screenshot showing a simple test where the A example
> >>> is what I
> >>> need, and B is what I get with Generate instance on Curve.
> >>>
> >>> Any ideas on this will be much appreciated.
> >>>
> >>> Best
> >>> Morten
> >>> --
> >>> Softimage Mailing List.
> >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> >>> with "unsubscribe" in the subject, and reply to confirm.
> >>>
> >>
> >>
> >> --
> >> Softimage Mailing List.
> >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> >> with "unsubscribe" in the subject, and reply to confirm.
> >>
> >
> >
> --
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> "unsubscribe" in the subject, and reply to confirm.
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Re: ICE - how to align instances to edges?

2016-03-10 Thread Olivier Jeannel
"Gg" sorry for the name ^^.
Look into the icetree that is on the "Grid" object. That's the one that
calculate the "tangent" I called "Gg".

To select all edges border :
Select edge mode (right menu)
then select "border edge" in the menu just below.
Now if you rectangle select with the mouse in the view, only the border
edges (the light blue one) will be selected.

On Thu, Mar 10, 2016 at 3:24 PM, Morten Bartholdy 
wrote:

> Wow thanks a lot Olivier - that looks like it will do the trick. The
> reason I
> didn't want to use curves is merely that I will get a lot of polygon
> islands and
> don't know how to automagically select all border edges for extraction -
> otherwise curve tangency would be fine.
>
> The Get Gg node just before Align Particle to Vector looks like it is the
> one
> that provides the edge vector, correct!? But I fail to understand what it
> is
> doing though.
>
> Cheers
> Morten
>
>
> > Den 10. marts 2016 klokken 14:17 skrev Olivier Jeannel
> > :
> >
> >
> > If you don't want to use curve (and curve tangent), I made this, but you
> > need then to subdivide your edges to get good result.
> > It calculate a "tangent" stored per point on the polygonal object.
> > Then your Pointcloud get the closest location and take that tangent data
> > and aligns vector.
> >
> >
> > On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel  >
> > wrote:
> >
> > > You don't want to work with extracted edge curves ?
> > >
> > > On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning 
> wrote:
> > >
> > >> I think there might be something in Eric Mootz's emTools that does
> > >> alignment to edges?
> > >>
> > >> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy  >
> > >> wrote:
> > >>
> > >>> I am tinkering with a simple method for creating a cityscape in ICE
> using
> > >>> scatter tools. Julien Carmagnac SiScatter does most of what I need
> with
> > >>> insetting instances from edges and even scattering, but I am missing
> one
> > >>> important functionality. I need to be able to align the x or z axis
> of
> > >>> the
> > >>> instances to the tangent of the closest border edge, and then add a
> > >>> little
> > >>> randomization to the y rotations. I have looked deep into the
> compounds
> > >>> and
> > >>> tried different ways to get the edge tangent, but alas my ICE skills
> > >>> come up
> > >>> short here. Any scattering tool would do I guess - Milan Vaseks
> Scatter
> > >>> Tools or
> > >>> even simple nonsimulated emissions, but I need this extra alignment
> > >>> method. I
> > >>> tried Juliens Generate instance on Curve too, but it requires edge
> > >>> curves to be
> > >>> selected and extracted, plus it seems the instances seem to be
> flipped
> > >>> 180 deg
> > >>> on the y-axis between isntances without any way to control it.
> > >>>
> > >>> I have attached a screenshot showing a simple test where the A
> example
> > >>> is what I
> > >>> need, and B is what I get with Generate instance on Curve.
> > >>>
> > >>> Any ideas on this will be much appreciated.
> > >>>
> > >>> Best
> > >>> Morten
> > >>> --
> > >>> Softimage Mailing List.
> > >>> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > >>> with "unsubscribe" in the subject, and reply to confirm.
> > >>>
> > >>
> > >>
> > >> --
> > >> Softimage Mailing List.
> > >> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com
> > >> with "unsubscribe" in the subject, and reply to confirm.
> > >>
> > >
> > >
> > --
> > Softimage Mailing List.
> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with
> > "unsubscribe" in the subject, and reply to confirm.
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RE: ICE - how to align instances to edges?

2016-03-10 Thread Sven Constable
Application.SetSelFilter("Border_Edge")
Application.SelectAllUsingFilter("Border_Edge",
"siCheckComponentVisibility", "", "")

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
Bartholdy
Sent: Thursday, March 10, 2016 3:25 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - how to align instances to edges?

Wow thanks a lot Olivier - that looks like it will do the trick. The reason
I didn't want to use curves is merely that I will get a lot of polygon
islands and don't know how to automagically select all border edges for
extraction - otherwise curve tangency would be fine.

The Get Gg node just before Align Particle to Vector looks like it is the
one that provides the edge vector, correct!? But I fail to understand what
it is doing though.

Cheers
Morten


> Den 10. marts 2016 klokken 14:17 skrev Olivier Jeannel
> :
> 
> 
> If you don't want to use curve (and curve tangent), I made this, but 
> you need then to subdivide your edges to get good result.
> It calculate a "tangent" stored per point on the polygonal object.
> Then your Pointcloud get the closest location and take that tangent 
> data and aligns vector.
> 
> 
> On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel 
> 
> wrote:
> 
> > You don't want to work with extracted edge curves ?
> >
> > On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning  wrote:
> >
> >> I think there might be something in Eric Mootz's emTools that does 
> >> alignment to edges?
> >>
> >> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy 
> >> 
> >> wrote:
> >>
> >>> I am tinkering with a simple method for creating a cityscape in 
> >>> ICE using scatter tools. Julien Carmagnac SiScatter does most of 
> >>> what I need with insetting instances from edges and even 
> >>> scattering, but I am missing one important functionality. I need 
> >>> to be able to align the x or z axis of the instances to the 
> >>> tangent of the closest border edge, and then add a little 
> >>> randomization to the y rotations. I have looked deep into the 
> >>> compounds and tried different ways to get the edge tangent, but 
> >>> alas my ICE skills come up short here. Any scattering tool would 
> >>> do I guess - Milan Vaseks Scatter Tools or even simple 
> >>> nonsimulated emissions, but I need this extra alignment method. I 
> >>> tried Juliens Generate instance on Curve too, but it requires edge 
> >>> curves to be selected and extracted, plus it seems the instances 
> >>> seem to be flipped
> >>> 180 deg
> >>> on the y-axis between isntances without any way to control it.
> >>>
> >>> I have attached a screenshot showing a simple test where the A 
> >>> example is what I need, and B is what I get with Generate instance 
> >>> on Curve.
> >>>
> >>> Any ideas on this will be much appreciated.
> >>>
> >>> Best
> >>> Morten
> >>> --
> >>> Softimage Mailing List.
> >>> To unsubscribe, send a mail to 
> >>> softimage-requ...@listproc.autodesk.com
> >>> with "unsubscribe" in the subject, and reply to confirm.
> >>>
> >>
> >>
> >> --
> >> Softimage Mailing List.
> >> To unsubscribe, send a mail to 
> >> softimage-requ...@listproc.autodesk.com
> >> with "unsubscribe" in the subject, and reply to confirm.
> >>
> >
> >
> --
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Re: ICE - how to align instances to edges?

2016-03-10 Thread Morten Bartholdy
Wow thanks a lot Olivier - that looks like it will do the trick. The reason I
didn't want to use curves is merely that I will get a lot of polygon islands and
don't know how to automagically select all border edges for extraction -
otherwise curve tangency would be fine.

The Get Gg node just before Align Particle to Vector looks like it is the one
that provides the edge vector, correct!? But I fail to understand what it is
doing though.

Cheers
Morten


> Den 10. marts 2016 klokken 14:17 skrev Olivier Jeannel
> :
> 
> 
> If you don't want to use curve (and curve tangent), I made this, but you
> need then to subdivide your edges to get good result.
> It calculate a "tangent" stored per point on the polygonal object.
> Then your Pointcloud get the closest location and take that tangent data
> and aligns vector.
> 
> 
> On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel 
> wrote:
> 
> > You don't want to work with extracted edge curves ?
> >
> > On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning  wrote:
> >
> >> I think there might be something in Eric Mootz's emTools that does
> >> alignment to edges?
> >>
> >> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy 
> >> wrote:
> >>
> >>> I am tinkering with a simple method for creating a cityscape in ICE using
> >>> scatter tools. Julien Carmagnac SiScatter does most of what I need with
> >>> insetting instances from edges and even scattering, but I am missing one
> >>> important functionality. I need to be able to align the x or z axis of
> >>> the
> >>> instances to the tangent of the closest border edge, and then add a
> >>> little
> >>> randomization to the y rotations. I have looked deep into the compounds
> >>> and
> >>> tried different ways to get the edge tangent, but alas my ICE skills
> >>> come up
> >>> short here. Any scattering tool would do I guess - Milan Vaseks Scatter
> >>> Tools or
> >>> even simple nonsimulated emissions, but I need this extra alignment
> >>> method. I
> >>> tried Juliens Generate instance on Curve too, but it requires edge
> >>> curves to be
> >>> selected and extracted, plus it seems the instances seem to be flipped
> >>> 180 deg
> >>> on the y-axis between isntances without any way to control it.
> >>>
> >>> I have attached a screenshot showing a simple test where the A example
> >>> is what I
> >>> need, and B is what I get with Generate instance on Curve.
> >>>
> >>> Any ideas on this will be much appreciated.
> >>>
> >>> Best
> >>> Morten
> >>> --
> >>> Softimage Mailing List.
> >>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> >>> with "unsubscribe" in the subject, and reply to confirm.
> >>>
> >>
> >>
> >> --
> >> Softimage Mailing List.
> >> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> >> with "unsubscribe" in the subject, and reply to confirm.
> >>
> >
> >
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Re: ICE - how to align instances to edges?

2016-03-10 Thread Olivier Jeannel
2015 scene
https://drive.google.com/open?id=0B1QqhXD7Y15qYk5pdElVWXNPNHc


On Thu, Mar 10, 2016 at 2:17 PM, Olivier Jeannel 
wrote:

> If you don't want to use curve (and curve tangent), I made this, but you
> need then to subdivide your edges to get good result.
> It calculate a "tangent" stored per point on the polygonal object.
> Then your Pointcloud get the closest location and take that tangent data
> and aligns vector.
>
>
> On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel 
> wrote:
>
>> You don't want to work with extracted edge curves ?
>>
>> On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning  wrote:
>>
>>> I think there might be something in Eric Mootz's emTools that does
>>> alignment to edges?
>>>
>>> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy 
>>> wrote:
>>>
 I am tinkering with a simple method for creating a cityscape in ICE
 using
 scatter tools. Julien Carmagnac SiScatter does most of what I need with
 insetting instances from edges and even scattering, but I am missing one
 important functionality. I need to be able to align the x or z axis of
 the
 instances to the tangent of the closest border edge, and then add a
 little
 randomization to the y rotations. I have looked deep into the compounds
 and
 tried different ways to get the edge tangent, but alas my ICE skills
 come up
 short here. Any scattering tool would do I guess - Milan Vaseks Scatter
 Tools or
 even simple nonsimulated emissions, but I need this extra alignment
 method. I
 tried Juliens Generate instance on Curve too, but it requires edge
 curves to be
 selected and extracted, plus it seems the instances seem to be flipped
 180 deg
 on the y-axis between isntances without any way to control it.

 I have attached a screenshot showing a simple test where the A example
 is what I
 need, and B is what I get with Generate instance on Curve.

 Any ideas on this will be much appreciated.

 Best
 Morten
 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
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>>
>>
>
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Re: ICE - how to align instances to edges?

2016-03-10 Thread Olivier Jeannel
If you don't want to use curve (and curve tangent), I made this, but you
need then to subdivide your edges to get good result.
It calculate a "tangent" stored per point on the polygonal object.
Then your Pointcloud get the closest location and take that tangent data
and aligns vector.


On Thu, Mar 10, 2016 at 2:01 PM, Olivier Jeannel 
wrote:

> You don't want to work with extracted edge curves ?
>
> On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning  wrote:
>
>> I think there might be something in Eric Mootz's emTools that does
>> alignment to edges?
>>
>> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy 
>> wrote:
>>
>>> I am tinkering with a simple method for creating a cityscape in ICE using
>>> scatter tools. Julien Carmagnac SiScatter does most of what I need with
>>> insetting instances from edges and even scattering, but I am missing one
>>> important functionality. I need to be able to align the x or z axis of
>>> the
>>> instances to the tangent of the closest border edge, and then add a
>>> little
>>> randomization to the y rotations. I have looked deep into the compounds
>>> and
>>> tried different ways to get the edge tangent, but alas my ICE skills
>>> come up
>>> short here. Any scattering tool would do I guess - Milan Vaseks Scatter
>>> Tools or
>>> even simple nonsimulated emissions, but I need this extra alignment
>>> method. I
>>> tried Juliens Generate instance on Curve too, but it requires edge
>>> curves to be
>>> selected and extracted, plus it seems the instances seem to be flipped
>>> 180 deg
>>> on the y-axis between isntances without any way to control it.
>>>
>>> I have attached a screenshot showing a simple test where the A example
>>> is what I
>>> need, and B is what I get with Generate instance on Curve.
>>>
>>> Any ideas on this will be much appreciated.
>>>
>>> Best
>>> Morten
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>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
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Re: ICE - how to align instances to edges?

2016-03-10 Thread Olivier Jeannel
You don't want to work with extracted edge curves ?

On Thu, Mar 10, 2016 at 1:44 AM, Ed Manning  wrote:

> I think there might be something in Eric Mootz's emTools that does
> alignment to edges?
>
> On Wed, Mar 9, 2016 at 7:22 PM, Morten Bartholdy 
> wrote:
>
>> I am tinkering with a simple method for creating a cityscape in ICE using
>> scatter tools. Julien Carmagnac SiScatter does most of what I need with
>> insetting instances from edges and even scattering, but I am missing one
>> important functionality. I need to be able to align the x or z axis of the
>> instances to the tangent of the closest border edge, and then add a little
>> randomization to the y rotations. I have looked deep into the compounds
>> and
>> tried different ways to get the edge tangent, but alas my ICE skills come
>> up
>> short here. Any scattering tool would do I guess - Milan Vaseks Scatter
>> Tools or
>> even simple nonsimulated emissions, but I need this extra alignment
>> method. I
>> tried Juliens Generate instance on Curve too, but it requires edge curves
>> to be
>> selected and extracted, plus it seems the instances seem to be flipped
>> 180 deg
>> on the y-axis between isntances without any way to control it.
>>
>> I have attached a screenshot showing a simple test where the A example is
>> what I
>> need, and B is what I get with Generate instance on Curve.
>>
>> Any ideas on this will be much appreciated.
>>
>> Best
>> Morten
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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