Re: image plane?
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 olivier.jean...@noos.frwrote: 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 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 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 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?
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 olivier.jean...@noos.fr 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 furik...@gmail.com 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 http://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 furik...@gmail.com 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,
RE: GridData widgets crashing in PPG
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: softimage@listproc.autodesk.com 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 ml...@carbinestudios.commailto: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.commailto: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.commailto: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 helpproduct license informationupdate 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 ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: Having new licenses doesn't make installation any faster ;-) Matt -Original Message- 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 Chris Chia Sent: Friday, May 10, 2013 5:53 PM To: softimage@listproc.autodesk.commailto: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: Test for Inverted UV's
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: Test for Inverted UV's
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 ml...@carbinestudios.comwrote: 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
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 ml...@carbinestudios.comwrote: 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?
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 olivier.jean...@noos.frwrote: 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 olivier.jean...@noos.frwrote: 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 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,
Re: Test for Inverted UV's
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 ml...@carbinestudios.comwrote: 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
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 furik...@gmail.com 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 ml...@carbinestudios.comwrote: 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!