Re: Python on Linux
Hmm, but this can have nasty side effects (recently experienced it). Someone pointed out to me that you can actually pass the *env *keyword argument in the subprocess call and pass a *copy *of the current environment instead (with necessary modifications). On Fri, Sep 14, 2012 at 12:33 AM, Alan Fregtman alan.fregt...@gmail.comwrote: Hey X, About the 3rd item, you just need to make sure the system libraries are loaded before XSI's own by putting them first in the *LD_LIBRARY_PATH*environment variable. Here's a workaround sample code to start subprocesses in Linux that worked for me last time: import osimport subprocess inLinux = Application.Platform.startswith(Linux)if inLinux: exe = XSIUtils.BuildPath( pDir, executable) ldEnv = LD_LIBRARY_PATH sysLibDir = r/usr/lib64 ld_oldVal = os.environ[ldEnv] os.environ[ldEnv] = sysLibDir+:+os.environ[ldEnv] command = r'/path/to/awesome/tool blablabla arguments here' proc = subprocess.Popen( command.split(), stdout=subprocess.PIPE, stderr=subprocess.PIPE ) out, err = proc.communicate()print stdout: %s % outprint return code: %s % err if inLinux: # Reset to old values like the good samaritan coder we are. :p os.environ[ldEnv] = ld_oldVal As a matter of fact, it was thanks to you that I figured this one out at the time. :p Cheers, -- Alan On Tue, Sep 11, 2012 at 8:19 PM, Xavier Lapointe xl.mailingl...@gmail.com wrote: - You might have to import __*future*__ in order to have access to some statement like *with* - The @property decorator does not work - Keep in mind that if you use a newer version of linux that the one supported, you might have trouble starting subprocesses, since the libc version coming with soft will override the one on the system (but it's still possible). - For plugins it should be too bad, but for libs, I would consider running some unittest if I were you Cheers -- Xavier
Random offset image sequence based on particle ID
Hi gang, I know how to set image-texture based on particle ID (image01 set to particle ID 01, image02 set to particle ID 02,etc.) I'd like to have one image sequence (a video), with time offseted based on Particle ID. Example : Particle 01 gets sequence from 0 to 100, particle 02 gets sequence from 50 to 150, etc. How do I achieve that ? I'd really like to avoid having 100 various videos filling my hard drive... Thanks !
Re: Random offset image sequence based on particle ID
Hi Olivier Could you test the particle id with a condition if the id is in this range set this! if in another range set this! Ben On 18 September 2012 07:56, olivier jeannel olivier.jean...@noos.fr wrote: Hi gang, I know how to set image-texture based on particle ID (image01 set to particle ID 01, image02 set to particle ID 02,etc.) I'd like to have one image sequence (a video), with time offseted based on Particle ID. Example : Particle 01 gets sequence from 0 to 100, particle 02 gets sequence from 50 to 150, etc. How do I achieve that ? I'd really like to avoid having 100 various videos filling my hard drive... Thanks !
Re: Animation/keyframe setting that's driving me crazy.
Hi. Renaming the preferences folder so that Soft creates a new one seems to have done the trick. Thanks! Anthony On Mon, Sep 17, 2012 at 8:15 AM, Stefan Kubicek s...@tidbit-images.comwrote: Restarting XSI doesn not help? Have you tried deleting your preferences? Do you have any plugins with custom events installed that get triggered onTimeChanged that could casue this? Disable Plugins systematically to find out. Hi, I think I've accidentally changed some setting somewhere and it's driving me nuts. The upshot of it is that if I save a keyframe on a parameter (can be shader, ICE node, anything in a PPG) and then skip to another frame and try and adjust that parameter to a new value it just snaps back to the value of the first keyframe. I can get around it by just clicking the keyframe button again and then adjusting it in the animation fcurve editor but that is not how I want to roll! I've got a suspicion that it's something to do with a SetValue PlayControl.Key that now happens whenever I shuffle through the timeline to a different frame. I could well be wrong though. Please help! Please! I'm begging you all for help. *wimper* *cry* Anthony P.s. I'm including a screengrab of that sort of shows both the SetValue PlayControl.Key thing and also how whatever current frame I'm on in the timeline is also accompanied by a little lime green marker. -- --**- Stefan Kubicek Co-founder --**- keyvis digital imagery Wehrgasse 9 - Grüner Hof 1050 Vienna Austria Phone:+43/699/12614231 --- www.keyvis.at ste...@keyvis.at --- -- This email and its attachments are --confidential and for the recipient only--
Re: Python on Linux
Oh, good to know! Neat. :) On Tue, Sep 18, 2012 at 2:20 AM, Xavier Lapointe xl.mailingl...@gmail.com wrote: Hmm, but this can have nasty side effects (recently experienced it). Someone pointed out to me that you can actually pass the env keyword argument in the subprocess call and pass a copy of the current environment instead (with necessary modifications). On Fri, Sep 14, 2012 at 12:33 AM, Alan Fregtman alan.fregt...@gmail.com wrote: Hey X, About the 3rd item, you just need to make sure the system libraries are loaded before XSI's own by putting them first in the LD_LIBRARY_PATH environment variable. Here's a workaround sample code to start subprocesses in Linux that worked for me last time: import os import subprocess inLinux = Application.Platform.startswith(Linux) if inLinux: exe = XSIUtils.BuildPath( pDir, executable) ldEnv = LD_LIBRARY_PATH sysLibDir = r/usr/lib64 ld_oldVal = os.environ[ldEnv] os.environ[ldEnv] = sysLibDir+:+os.environ[ldEnv] command = r'/path/to/awesome/tool blablabla arguments here' proc = subprocess.Popen( command.split(), stdout=subprocess.PIPE, stderr=subprocess.PIPE ) out, err = proc.communicate() print stdout: %s % out print return code: %s % err if inLinux: # Reset to old values like the good samaritan coder we are. :p os.environ[ldEnv] = ld_oldVal As a matter of fact, it was thanks to you that I figured this one out at the time. :p Cheers, -- Alan On Tue, Sep 11, 2012 at 8:19 PM, Xavier Lapointe xl.mailingl...@gmail.com wrote: You might have to import __future__ in order to have access to some statement like with The @property decorator does not work Keep in mind that if you use a newer version of linux that the one supported, you might have trouble starting subprocesses, since the libc version coming with soft will override the one on the system (but it's still possible). For plugins it should be too bad, but for libs, I would consider running some unittest if I were you Cheers -- Xavier
Re: In case you missed it..
and, to bring the thread full-circle and kick a dead horse... saw this today. http://cgmemes.blogspot.com/2012/09/best-particles-system-ever.html
Re: unscientific rendering test
Out of curiosity, have you tried you're i7 (6 cores) without overclock? Does overclock really helps to speed up render times? On Tue, Sep 18, 2012 at 11:43 AM, Leoung O'Young digim...@digimata.comwrote: For anyone interested Rough numbers in a rendering test with different CPUs XSI /Mental Ray Dual CPU AMD 6272 32 cores 32 gb ram 3:50 minutes Intel i7 3930 6 cores/ 12 threads overclock 4.2 ghz 32 gb ram 4: 42 minutes Intel i7 3770 4 cores/8 threads 12gb ram 7:21 minutes Intel i7 2600 4 cores/8 threads 12 gb ram 7:58 minutes Intel i7 870 4 cores/8 threads 12 gb ram 10:06 minutes.. L. -- -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden.
Re: unscientific rendering test
No I haven't, probably does but I don't know by how much On 9/18/2012 1:23 PM, Orlando Esponda wrote: Out of curiosity, have you tried you're i7 (6 cores) without overclock? Does overclock really helps to speed up render times? On Tue, Sep 18, 2012 at 11:43 AM, Leoung O'Young digim...@digimata.com mailto:digim...@digimata.com wrote: For anyone interested Rough numbers in a rendering test with different CPUs XSI /Mental Ray Dual CPU AMD 6272 32 cores 32 gb ram 3:50 minutes Intel i7 3930 6 cores/ 12 threads overclock 4.2 ghz 32 gb ram 4: 42 minutes Intel i7 3770 4 cores/8 threads 12gb ram 7:21 minutes Intel i7 2600 4 cores/8 threads 12 gb ram 7:58 minutes Intel i7 870 4 cores/8 threads 12 gb ram 10:06 minutes.. L. -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden.
RE: Polygon Island orientation
Maybe use two point clouds - one with the original orientation for the instances and a matching cloud with the particles' Y axes pointing at the surface. Use Switch Context to match their positions. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi Sent: Tuesday, September 18, 2012 03:03 PM To: softimage@listproc.autodesk.com Subject: Polygon Island orientation Is there any way to change a polygon island's center axis without moving the points on the attached instances? In the original geo, the points are oriented properly as are the original center points are pointing where I needed them, but since I am now using ICE to push them around, the particle points that are generated from the merged geo that the poly islands come from all orient global 0,0,0. Which was fine up until I was asked to constrain their orientation so that they Y axis is always pointed at the surface underneath. So they need to orient flat along the surface, like how they start out in example 1, example 2 shows what's happening as they fly away from the surface, their orientation does not stay flat. In example 3 you can see what happens when I orient the axis towards the globe's surface, they all flip. So I am a little stuck. After digging into the nodes I haven't found a place where I can make any changes to the orientation of the axis without the instances also flipping. Thoughts? Thanks, Eric -- Freelance 3D and VFX animator attachment: winmail.dat
Re: Polygon Island orientation
Polygon islands don't have real centers. I assume you meant you have several objects, one per island and you wish to orient those without touching the existing point positions? Am I right? On Tue, Sep 18, 2012 at 3:03 PM, Eric Lampi ericla...@gmail.com wrote: Is there any way to change a polygon island's center axis without moving the points on the attached instances? In the original geo, the points are oriented properly as are the original center points are pointing where I needed them, but since I am now using ICE to push them around, the particle points that are generated from the merged geo that the poly islands come from all orient global 0,0,0. Which was fine up until I was asked to constrain their orientation so that they Y axis is always pointed at the surface underneath. So they need to orient flat along the surface, like how they start out in example 1, example 2 shows what's happening as they fly away from the surface, their orientation does not stay flat. In example 3 you can see what happens when I orient the axis towards the globe's surface, they all flip. So I am a little stuck. After digging into the nodes I haven't found a place where I can make any changes to the orientation of the axis without the instances also flipping. Thoughts? Thanks, Eric -- Freelance 3D and VFX animator
Re: Polygon Island orientation
Yes, I believe so. I'm freelancing someplace and it was a tool they were already using. I asked and I couldn't get confirmation, basically I am not sure where we got it. So it's made my job a little harder! It's create polygon island transform with and ICE pcloud under the createpoly menu. On Tue, Sep 18, 2012 at 3:51 PM, Alan Fregtman alan.fregt...@gmail.comwrote: Ohhh, you're using Guillaume's Polygon Islands to Particles script? On Tue, Sep 18, 2012 at 3:47 PM, Alan Fregtman alan.fregt...@gmail.com wrote: Polygon islands don't have real centers. I assume you meant you have several objects, one per island and you wish to orient those without touching the existing point positions? Am I right? On Tue, Sep 18, 2012 at 3:03 PM, Eric Lampi ericla...@gmail.com wrote: Is there any way to change a polygon island's center axis without moving the points on the attached instances? In the original geo, the points are oriented properly as are the original center points are pointing where I needed them, but since I am now using ICE to push them around, the particle points that are generated from the merged geo that the poly islands come from all orient global 0,0,0. Which was fine up until I was asked to constrain their orientation so that they Y axis is always pointed at the surface underneath. So they need to orient flat along the surface, like how they start out in example 1, example 2 shows what's happening as they fly away from the surface, their orientation does not stay flat. In example 3 you can see what happens when I orient the axis towards the globe's surface, they all flip. So I am a little stuck. After digging into the nodes I haven't found a place where I can make any changes to the orientation of the axis without the instances also flipping. Thoughts? Thanks, Eric -- Freelance 3D and VFX animator -- Freelance 3D and VFX animator
RE: Small Annoying Things
If you have two RT shaders with different extensions, you can't distinguish between them in the render tree shader list. Ie MyShader.cgfx MyShader.fx Show up in the list as: MyShader MyShader Mildly annoying is how when the Realtime/CgFX category is selected, shows both .cgfx and .fx files. Maybe I've got the wrong idea about what the .fx extension is for but I didn't think .cgfx files would typically refer to .fx files, I have always thought of .fx as being a DirectX/HLSL thing. Perhaps it would be helpful to have a new Fx subcategory adjacent to CgFX HLSL. A minor bug that would be nice to see fixed is if you use a dual display setup with a custom view showing the rendertree in an embedded frame, if you add a shader to the filesystem and hit refresh shaders button it doesn't actually refresh the display - you have to hit the refresh shaders button in a floating window for it to actually update the list. Finally, It would be really nice if the shader list didn't flatten out the folder structure where it found the shader files. Thanks
Re: Polygon Island orientation
:/ though spot to be in... so there is a pointcloud controling all this islands, is that it? Im having a hard time trying to understand what is going on. The orientations you have at first are point to worldspace, not to the sphere. So you might want to get the ofsset between that and the sphere and apply at the end? does that make sense? I dont know... can you post the ICEtree?
RE: Polygon Island orientation
If you're using polygon islands, then you're essentially doing deformations on a single mesh. In which case the centers will not maintain alignment with each island because what you're seeing are not the centers of the islands, but temporary manipulators. This is normal and expected behavior. Your best option is to split each polygon island into it's own object so you can control them independently as objects. If you insist on keeping them as polygon islands, a simple solution would be to create nulls to act as the centers of the polygon islands and assign the polygon islands to the nulls via an envelope. You can then weight each vertex of each island 100% to it's assigned null. Your ICE Tree would then push the nulls around and the islands would simply tag along for the ride. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi Sent: Tuesday, September 18, 2012 12:03 PM To: softimage@listproc.autodesk.com Subject: Polygon Island orientation Is there any way to change a polygon island's center axis without moving the points on the attached instances? In the original geo, the points are oriented properly as are the original center points are pointing where I needed them, but since I am now using ICE to push them around, the particle points that are generated from the merged geo that the poly islands come from all orient global 0,0,0. Which was fine up until I was asked to constrain their orientation so that they Y axis is always pointed at the surface underneath. So they need to orient flat along the surface, like how they start out in example 1, example 2 shows what's happening as they fly away from the surface, their orientation does not stay flat. In example 3 you can see what happens when I orient the axis towards the globe's surface, they all flip. So I am a little stuck. After digging into the nodes I haven't found a place where I can make any changes to the orientation of the axis without the instances also flipping. Thoughts? Thanks, Eric -- Freelance 3D and VFX animator
ICE Setting a Switch for Random Pairs?
Let's say I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. I need to build a logic structure where, if one particle is True, its paired particle is False. And it needs to be randomly distributed through the cloud. Does anyone have a logic solution for this, preferably one that does not require a repeat loop? -B
RE: ICE Setting a Switch for Random Pairs?
Altogether now: I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. OK, now onto your problem. What kind of relationship are you trying to set up? Master/Slave or bi-directional like spooky action? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe Sent: Tuesday, September 18, 2012 6:04 PM To: softimage@listproc.autodesk.com Subject: ICE Setting a Switch for Random Pairs? Let's say I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. I need to build a logic structure where, if one particle is True, its paired particle is False. And it needs to be randomly distributed through the cloud. Does anyone have a logic solution for this, preferably one that does not require a repeat loop? -B
RE: ICE Setting a Switch for Random Pairs?
is there a cat involved? From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe Sent: Tuesday, September 18, 2012 9:04 PM To: softimage@listproc.autodesk.com Subject: ICE Setting a Switch for Random Pairs? Let's say I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. I need to build a logic structure where, if one particle is True, its paired particle is False. And it needs to be randomly distributed through the cloud. Does anyone have a logic solution for this, preferably one that does not require a repeat loop? -B
Re: ICE Setting a Switch for Random Pairs?
Bi-directional, and I only need to set it once. If one particle is True, its partner is False. On Tue, Sep 18, 2012 at 8:09 PM, Matt Lind ml...@carbinestudios.com wrote: Altogether now: “I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute.” ** ** OK, now onto your problem. ** ** What kind of relationship are you trying to set up? Master/Slave or bi-directional like spooky action? ** ** ** ** Matt ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Bradley Gabe *Sent:* Tuesday, September 18, 2012 6:04 PM *To:* softimage@listproc.autodesk.com *Subject:* ICE Setting a Switch for Random Pairs? ** ** Let's say I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. I need to build a logic structure where, if one particle is True, its paired particle is False. And it needs to be randomly distributed through the cloud. ** ** Does anyone have a logic solution for this, preferably one that does not require a repeat loop? ** ** -B ** ** ** **
Re: ICE Setting a Switch for Random Pairs?
Nope, this is for Psyop, not The Mill. On Tue, Sep 18, 2012 at 8:13 PM, Jeff McFall jeff.mcf...@sas.com wrote: is there a cat involved? ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Bradley Gabe *Sent:* Tuesday, September 18, 2012 9:04 PM *To:* softimage@listproc.autodesk.com *Subject:* ICE Setting a Switch for Random Pairs? ** ** Let's say I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. I need to build a logic structure where, if one particle is True, its paired particle is False. And it needs to be randomly distributed through the cloud. ** ** Does anyone have a logic solution for this, preferably one that does not require a repeat loop? ** ** -B ** ** ** **
RE: ICE Setting a Switch for Random Pairs?
Should I assume the setting for an individual particle is being set based on an event and cannot be determined at time of emission/birth? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe Sent: Tuesday, September 18, 2012 6:15 PM To: softimage@listproc.autodesk.com Subject: Re: ICE Setting a Switch for Random Pairs? Bi-directional, and I only need to set it once. If one particle is True, its partner is False. On Tue, Sep 18, 2012 at 8:09 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Altogether now: I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. OK, now onto your problem. What kind of relationship are you trying to set up? Master/Slave or bi-directional like spooky action? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe Sent: Tuesday, September 18, 2012 6:04 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE Setting a Switch for Random Pairs? Let's say I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. I need to build a logic structure where, if one particle is True, its paired particle is False. And it needs to be randomly distributed through the cloud. Does anyone have a logic solution for this, preferably one that does not require a repeat loop? -B
RE: ICE Setting a Switch for Random Pairs?
Actually, I probably don't need to know. Usually when you have this situation you need to involve a neutral 3rd party to manage the states. One possible solution is to implement an event based trigger to look at the states of each particle in the pair and flip them if necessary. This event would have to consult an ICE Attribute or some other external piece of data which records whether the particles have been modified before or not so the event doesn't accidentally get caught in a loop. The name of the ICE attribute (or index in a table of some sort) could be stored in the particles. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, September 18, 2012 6:18 PM To: softimage@listproc.autodesk.com Subject: RE: ICE Setting a Switch for Random Pairs? Should I assume the setting for an individual particle is being set based on an event and cannot be determined at time of emission/birth? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe Sent: Tuesday, September 18, 2012 6:15 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: ICE Setting a Switch for Random Pairs? Bi-directional, and I only need to set it once. If one particle is True, its partner is False. On Tue, Sep 18, 2012 at 8:09 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Altogether now: I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. OK, now onto your problem. What kind of relationship are you trying to set up? Master/Slave or bi-directional like spooky action? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe Sent: Tuesday, September 18, 2012 6:04 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE Setting a Switch for Random Pairs? Let's say I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. I need to build a logic structure where, if one particle is True, its paired particle is False. And it needs to be randomly distributed through the cloud. Does anyone have a logic solution for this, preferably one that does not require a repeat loop? -B
RE: ICE Setting a Switch for Random Pairs?
Pseudo code: Determine number of particles to be emitted Initialize ICE attribute lookup table with flipped state status set to false for each index Birth particles Identify and assign IDs to particle pairs (odd/even pairs, for example) For each particle in the cloud: Particle does something to trigger event Event code executes looking up particle's ID, paired particle ID, and ICE Attribute recording flipped status If ICE attribute says particle states already flipped Exit event Else Flip particle states Record flipped status in ICE attribute Exit event From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, September 18, 2012 6:24 PM To: softimage@listproc.autodesk.com Subject: RE: ICE Setting a Switch for Random Pairs? Actually, I probably don't need to know. Usually when you have this situation you need to involve a neutral 3rd party to manage the states. One possible solution is to implement an event based trigger to look at the states of each particle in the pair and flip them if necessary. This event would have to consult an ICE Attribute or some other external piece of data which records whether the particles have been modified before or not so the event doesn't accidentally get caught in a loop. The name of the ICE attribute (or index in a table of some sort) could be stored in the particles. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, September 18, 2012 6:18 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: ICE Setting a Switch for Random Pairs? Should I assume the setting for an individual particle is being set based on an event and cannot be determined at time of emission/birth? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe Sent: Tuesday, September 18, 2012 6:15 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: ICE Setting a Switch for Random Pairs? Bi-directional, and I only need to set it once. If one particle is True, its partner is False. On Tue, Sep 18, 2012 at 8:09 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Altogether now: I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. OK, now onto your problem. What kind of relationship are you trying to set up? Master/Slave or bi-directional like spooky action? Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe Sent: Tuesday, September 18, 2012 6:04 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE Setting a Switch for Random Pairs? Let's say I have an ICE tree where each particle is paired with a second particle, and the second with the first, both by ID attribute. I need to build a logic structure where, if one particle is True, its paired particle is False. And it needs to be randomly distributed through the cloud. Does anyone have a logic solution for this, preferably one that does not require a repeat loop? -B
Re: In house Softimage hair broken?
Melena, written by Helge and open sourced, is quite popular I understand. Haven't used it myself though. -ben On Tue, Sep 18, 2012 at 11:10 PM, Adam Sale adamfs...@gmail.com wrote: Its been a while since I've tried the Softimage hair, but I find it so ridiculously buggy, to be almost unusable in 2013. My main issue is with the grooming. It seems like if I turn on render hairs while styling the guides, after a few moves of tips, or whole strands, that other sections of hair I've groome, suddenly pop into a different position, or straighten... What the? Is anyone else experiencing this, and if so I hope its on the radar to fix... Granted, there are so many other hair solution out there today, but for quick jobs like the one I needed today, I tried old school, and it bit me. Adam -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals.
Re: ICE Setting a Switch for Random Pairs?
Where is the part about Softimage only being a particle system? I think that is a mandatory inclusion in any diagrams from this point forward Eric Thivierge http://www.ethivierge.com
Re: ICE Setting a Switch for Random Pairs?
Incidentally, here's the logic construct for the solution. As it would happen, it ended up being pretty darn simple. Each particle was already storing the ID of its partner. For each particle, I stored a unique random value in an attribute named priority. The following tree sets the switch: [image: Inline image 1] -B PairedSwitchLogic.jpg
RE: In house Softimage hair broken?
Both Melena and Kristinka has its strength and weakness...I wish the mixture of both J From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale Sent: Wednesday, September 19, 2012 6:33 AM To: softimage@listproc.autodesk.com Subject: Re: In house Softimage hair broken? I've been using Kristinka, but never tried Melena. I'll dig into it. Thanks for the heads up.. Adam On Tue, Sep 18, 2012 at 8:33 PM, Miquel Campos miquel.cam...@gmail.com wrote: For Melena better check in http://rray.de/xsi http://rray.de/xsi/ ;) 2012/9/18 Gene Crucean emailgeneonthel...@gmail.com Yeah definitely look into Melena and Kristinka http://www.matkovic.com/anto/kristinka-hair.html http://opensource.nestanimation.com/melena.html On Tue, Sep 18, 2012 at 8:18 PM, Ben Houston b...@exocortex.com wrote: Melena, written by Helge and open sourced, is quite popular I understand. Haven't used it myself though. -ben On Tue, Sep 18, 2012 at 11:10 PM, Adam Sale adamfs...@gmail.com wrote: Its been a while since I've tried the Softimage hair, but I find it so ridiculously buggy, to be almost unusable in 2013. My main issue is with the grooming. It seems like if I turn on render hairs while styling the guides, after a few moves of tips, or whole strands, that other sections of hair I've groome, suddenly pop into a different position, or straighten... What the? Is anyone else experiencing this, and if so I hope its on the radar to fix... Granted, there are so many other hair solution out there today, but for quick jobs like the one I needed today, I tried old school, and it bit me. Adam -- Best regards, Ben Houston Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom http://Exocortex.com - Passionate CG Software Professionals. -- Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX Developer / Filmmaker / Photographer ** Freelance for hire ** www.genecrucean.com ~~ Please use my website's contact form on www.genecrucean.com http://www.genecrucean.com/ for any personal emails. Thanks. I may not get them at this address. ~~