No anti aliasing while navigating?
Hi list, I turned on the High Quality viewport in SI 2014 in my scene to get anti-aliasing. But the anti-aliasing only works when the camera is stationary. As soon as start navigating, I get the old pixelated mess. I want it to be enabled all the time, not just when I stop navigating. What gives? Thank you
Re: import pointcloud data
I love that idea :) Could you keep us posted on that if you manage to get something working? In that forum, there is a similar (I think) discussion http://forum.openframeworks.cc/index.php?topic=10514.0 that link to this : https://github.com/roymacdonald/kinectToTexturedOBJ seems to convert .oni to .obj Le 10/06/2013 22:05, Doeke Wartena a écrit : Hi, i would like to create something like http://www.onformative.com/work/unnamed-soundsculpture/ as a experiment. An important thing is that in the end it should be easy to record cloud data and get it into ice. I either want to use processing which is a great and popular dialect for java (www.processing.org http://www.processing.org) or else i move to c++ but i don't have experience yet in c++. Also i would like to make a small library which would make it easier to get content from processing (java) to softimage. I checked the IcecacheFileFormat, i have some questions, -what if i have more then 4000 particles? -do i need a iceCache file for every frame? I prefer not to use the software provided by the sdk cause i prefer to work in processing so i have more freedom with it. For the rest the icecache is probably easy when you know how but for me it seems a bit difficult at first. I would like to see some icecache's in a texteditor but i have to unzip them first. Here i see a big list: http://zlib.net/ Is there any way of decrompessing it without having to run scripts in terminal or any other programming ide? Doeke 2013/6/10 olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr Hi, I've used the kinect to scan people with software provided by the 1.7 SDK and it was exporting to obj file directly. Can you explain what you're doing ? Olivier Le 10/06/2013 14:10, Doeke Wartena a écrit : hi, I would like to load pointcloud data from the kinect into softimage. Does anyone know a good way to do that? Kinect has a .oni file but it's no problem for me to write a script to export the pointcloud data into another format (as long as it is not binary or it should be easy to make binary). hope someone can help! best Doeke
Re: import pointcloud data
Oni Split maybe ? http://wiki.oni2.net/OniSplit says : |-extract:dae destination directory dat/oni file| Extracts 3D data in .oni file (or all M3GM, ONWC and ONCC instances in a .dat) into Collada DAE files It's possible to get collada in softimage Le 11/06/2013 10:37, olivier jeannel a écrit : I love that idea :) Could you keep us posted on that if you manage to get something working? In that forum, there is a similar (I think) discussion http://forum.openframeworks.cc/index.php?topic=10514.0 that link to this : https://github.com/roymacdonald/kinectToTexturedOBJ seems to convert .oni to .obj Le 10/06/2013 22:05, Doeke Wartena a écrit : Hi, i would like to create something like http://www.onformative.com/work/unnamed-soundsculpture/ as a experiment. An important thing is that in the end it should be easy to record cloud data and get it into ice. I either want to use processing which is a great and popular dialect for java (www.processing.org http://www.processing.org) or else i move to c++ but i don't have experience yet in c++. Also i would like to make a small library which would make it easier to get content from processing (java) to softimage. I checked the IcecacheFileFormat, i have some questions, -what if i have more then 4000 particles? -do i need a iceCache file for every frame? I prefer not to use the software provided by the sdk cause i prefer to work in processing so i have more freedom with it. For the rest the icecache is probably easy when you know how but for me it seems a bit difficult at first. I would like to see some icecache's in a texteditor but i have to unzip them first. Here i see a big list: http://zlib.net/ Is there any way of decrompessing it without having to run scripts in terminal or any other programming ide? Doeke 2013/6/10 olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr Hi, I've used the kinect to scan people with software provided by the 1.7 SDK and it was exporting to obj file directly. Can you explain what you're doing ? Olivier Le 10/06/2013 14:10, Doeke Wartena a écrit : hi, I would like to load pointcloud data from the kinect into softimage. Does anyone know a good way to do that? Kinect has a .oni file but it's no problem for me to write a script to export the pointcloud data into another format (as long as it is not binary or it should be easy to make binary). hope someone can help! best Doeke
Re: import pointcloud data
yeah i will keep it up to date here. I think i will do it without the oni format so it's a bit less limited to kinect. Could some people send me some different Icecache files so i have some examples to look at. 2013/6/11 olivier jeannel olivier.jean...@noos.fr Oni Split maybe ? http://wiki.oni2.net/OniSplit says : -extract:dae destination directory dat/oni file Extracts 3D data in .oni file (or all M3GM, ONWC and ONCC instances in a .dat) into Collada DAE files It's possible to get collada in softimage Le 11/06/2013 10:37, olivier jeannel a écrit : I love that idea :) Could you keep us posted on that if you manage to get something working? In that forum, there is a similar (I think) discussion http://forum.openframeworks.cc/index.php?topic=10514.0 that link to this : https://github.com/roymacdonald/kinectToTexturedOBJ seems to convert .oni to .obj Le 10/06/2013 22:05, Doeke Wartena a écrit : Hi, i would like to create something like http://www.onformative.com/work/unnamed-soundsculpture/ as a experiment. An important thing is that in the end it should be easy to record cloud data and get it into ice. I either want to use processing which is a great and popular dialect for java (www.processing.org) or else i move to c++ but i don't have experience yet in c++. Also i would like to make a small library which would make it easier to get content from processing (java) to softimage. I checked the IcecacheFileFormat, i have some questions, -what if i have more then 4000 particles? -do i need a iceCache file for every frame? I prefer not to use the software provided by the sdk cause i prefer to work in processing so i have more freedom with it. For the rest the icecache is probably easy when you know how but for me it seems a bit difficult at first. I would like to see some icecache's in a texteditor but i have to unzip them first. Here i see a big list: http://zlib.net/ Is there any way of decrompessing it without having to run scripts in terminal or any other programming ide? Doeke 2013/6/10 olivier jeannel olivier.jean...@noos.fr Hi, I've used the kinect to scan people with software provided by the 1.7 SDK and it was exporting to obj file directly. Can you explain what you're doing ? Olivier Le 10/06/2013 14:10, Doeke Wartena a écrit : hi, I would like to load pointcloud data from the kinect into softimage. Does anyone know a good way to do that? Kinect has a .oni file but it's no problem for me to write a script to export the pointcloud data into another format (as long as it is not binary or it should be easy to make binary). hope someone can help! best Doeke
Re: import pointcloud data
There you go : https://www.dropbox.com/s/7ajcaq8ai3rueu4/Xport_Icecache.rar The cache is in /Simulation/ and the scene in /scene/ Le 11/06/2013 11:22, Doeke Wartena a écrit : yeah i will keep it up to date here. I think i will do it without the oni format so it's a bit less limited to kinect. Could some people send me some different Icecache files so i have some examples to look at. 2013/6/11 olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr Oni Split maybe ? http://wiki.oni2.net/OniSplit says : |-extract:dae destination directory dat/oni file| Extracts 3D data in .oni file (or all M3GM, ONWC and ONCC instances in a .dat) into Collada DAE files It's possible to get collada in softimage Le 11/06/2013 10:37, olivier jeannel a écrit : I love that idea :) Could you keep us posted on that if you manage to get something working? In that forum, there is a similar (I think) discussion http://forum.openframeworks.cc/index.php?topic=10514.0 that link to this : https://github.com/roymacdonald/kinectToTexturedOBJ seems to convert .oni to .obj Le 10/06/2013 22:05, Doeke Wartena a écrit : Hi, i would like to create something like http://www.onformative.com/work/unnamed-soundsculpture/ as a experiment. An important thing is that in the end it should be easy to record cloud data and get it into ice. I either want to use processing which is a great and popular dialect for java (www.processing.org http://www.processing.org) or else i move to c++ but i don't have experience yet in c++. Also i would like to make a small library which would make it easier to get content from processing (java) to softimage. I checked the IcecacheFileFormat, i have some questions, -what if i have more then 4000 particles? -do i need a iceCache file for every frame? I prefer not to use the software provided by the sdk cause i prefer to work in processing so i have more freedom with it. For the rest the icecache is probably easy when you know how but for me it seems a bit difficult at first. I would like to see some icecache's in a texteditor but i have to unzip them first. Here i see a big list: http://zlib.net/ Is there any way of decrompessing it without having to run scripts in terminal or any other programming ide? Doeke 2013/6/10 olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr Hi, I've used the kinect to scan people with software provided by the 1.7 SDK and it was exporting to obj file directly. Can you explain what you're doing ? Olivier Le 10/06/2013 14:10, Doeke Wartena a écrit : hi, I would like to load pointcloud data from the kinect into softimage. Does anyone know a good way to do that? Kinect has a .oni file but it's no problem for me to write a script to export the pointcloud data into another format (as long as it is not binary or it should be easy to make binary). hope someone can help! best Doeke
Rendering crowds on a farm
Hello, having got completely stuffed by crowd texturing and FBX exporting i've taken the fairly drastic measure of not using textured characters and just using a coloured shader, and also reverted to the conventional point cache way of caching rather than using fbx which is much simpler and much quicker However. i'm getting issues when rendering on the farm, i.e all my actors are now a single colour. Load the scene and render it locally and it's fine which makes debugging it rather tricky I'm using a technique i saw on Stephen Blairs blog for colouring crowds which works a treat but i can't be sure if the farm is disliking this, but i've added the user attributes to the cache list, i've cached from frame one, rendered from frame one and it still comes out incorrectly. I've tried a get and set for all the custom attributes on the cached cloud, I even locked the farm submission to one machine for the whole sequence and still i'm not getting the goods. I have spoken to someone from another company who was doing crowd stuff recently and he said they had to render everything locally as the their farm did exactly the same thing. I'm just wondering if there's anything i've missed before i resign myself to rendering everything locally myself. cheers, Andi. ... http://www.hackneyeffects.com/https://vimeo.com/user4174293http://www.linkedin.com/pub/andi-farhall/b/496/b21 http://www.flickr.com/photos/lord_hackney/ http://spylon.tumblr.com/ This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Hackney Effects Ltd.If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone.Please contact the sender if you believe you have received this email in error.
Voronoi, but only on surface, no thickness
Hi people, i was wondering if there is a simple way to fracture (voronoi or else) an object but without any thickness. For example when you shatter an object with the old Kratos, it gives you big fat volumic chunks . What if I want only the surface ? I'd like to prepare a pealing effect. Hope I'm clear. Thank's for any idea :)
Thunder Moon post mortem in the context of Softimage
Hi, I thought a few people in the list might be interested in a little bit about how I use Softimage as the core of the 3d asset pipeline I have created for my game engine. A mini post mortem, if you will. I'm always promoting Softimage in the various social spaces I hang out in, giving advice and looking for others who use it for making games. Seems like there aren't a lot of us to be honest and this seems as good of a place as any to share this kind of thing. Before I get into it, and apologies for the spam, but I also wanted to quickly plug the game I've been working on for so long. Thunder Moon hit the Xbox marketplace last week. If you have an Xbox and don't mind helping out a fellow softie, please find Thunder Moon in the marketplace http://bit.ly/15TgjB6, trial it (or even buy it!) and give it a rating, hopefully 5-stars. It really helps me out at this critical stage of the PR process to maintain visibility in the ratings list. You can find out more about the game here, http://blog.boundingboxgames.com/ or here https://www.facebook.com/thundermoongame. So, here are some of my experiences with Softimage in the context of the exporter pipeline I created for my game engine. I have written an exporter for Softimage that produces files in an intermediate binary format (.ecf, for Engine Content File) that is processed by tools specific to my game engine to make the final data loaded by the game. Pretty typical stuff I suppose, but I wanted to mention that for me, I found it easier and more useful to make my own exporters than to write parsers for FBX or Collada (which I put a lot of effort into trying to do, not just guessing here). Those formats are either proprietary or pretty dang complicated to deal with and by writing my own exporter to my own binary format I regained control of the situation and the problem of how to get data from Softimage to the game became much more straightforward. There were some challenges getting all the UV data and shader data out of Softimage, but in the end it all worked out well enough. One challenging part of this has been the real time shaders, because the pipeline supports arbitrary shaders and will export all the parameter settings. The APIs for this work well enough but there seems to have been some undocumented changes over the past few versions. For instance, SI2014 seems to have a few new shader parameters associated with RT shaders that are automatically created by Softimage, which my exporter discovers and exports like it does any other global glsl variable despite me not actually having these variables in the code. This was a small issue for me because the game runs using parallel HLSL shaders and expects to be able to set all parameters that were exported. Since these ghost variables do not exist in either the glsl or hlsl source, I had to put special case code to handle this recent change. Of all the things I wish Softimage would open up the source to and let us tinker, this would be it. One thing that worked well here was to make a property dictionary that had was basically a set of dictionaries, one for each data type, all keyed by string, which let me export an arbitrary amount of loose data without having to change the file format. This was essential for dealing with different shaders that usually had different parameters to push to the game engine. The game supports rigid bodies made of composite shapes. The exporter knows how to produce physics data for the models being exported. Originally, these were set up with the Softimage rigid body objects but I had to stop using them because of crashes that would occur when attempting to get data out of them with the C++ api (I think it was GetPatriarch or something like that). I reported these bugs, and I think it was about a year and a half later that they were fixed with SI2014 but I had long since moved on to a workaround as is often the case with Softimage. I now do something a little different, which works better for me anyway. I use a collection of meshes that are each constrained to a bone in the character or model. The hierarchy of these messages, combined with custom properties for essentially rigid body root and rigid body part allow me to define a collection of rigid bodies for an asset. When exported, each RBR is composed of all the RBPs underneath it, with any sub-RBR's defining a new rigid body. The RBR property has various parameters to define the rigid body as a whole such as total mass and various game metadata, and the RBP has parameters that mainly define that shape of that part of the composite rigid body. Shape being a sphere, capsule, box, or mesh etc, the actual final geometry being derived by the local axis and the points the mesh is composed of. It took a little work to get the shape generators to properly contain these control points but it wasn't too big of a deal and this approach allows me to circumvent the limited set of primitive objects provided by
Re: Voronoi, but only on surface, no thickness
Hey Matt, Thank you ! I just throwed the question here before I give any try. Might be as easy as you say ^^; Le 11/06/2013 18:14, Matt Morris a écrit : one of those guys (momentum/kratos) I'm sure creates clusters for the surface object and clusters for the inner faces - select cluster and delete? On 11 June 2013 17:09, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: Hi people, i was wondering if there is a simple way to fracture (voronoi or else) an object but without any thickness. For example when you shatter an object with the old Kratos, it gives you big fat volumic chunks . What if I want only the surface ? I'd like to prepare a pealing effect. Hope I'm clear. Thank's for any idea :) -- www.matinai.com http://www.matinai.com
Re: Voronoi, but only on surface, no thickness
Nope, sorry can't use that. I need 1 sided poly, but thanks Adam ! Le 11/06/2013 18:27, Adam Sale a écrit : what if you were to boolean the surface with a pushed copy of the original, to get a thin shell, and then fracture the result? On Tue, Jun 11, 2013 at 9:14 AM, Matt Morris matt...@gmail.com mailto:matt...@gmail.com wrote: one of those guys (momentum/kratos) I'm sure creates clusters for the surface object and clusters for the inner faces - select cluster and delete? On 11 June 2013 17:09, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: Hi people, i was wondering if there is a simple way to fracture (voronoi or else) an object but without any thickness. For example when you shatter an object with the old Kratos, it gives you big fat volumic chunks . What if I want only the surface ? I'd like to prepare a pealing effect. Hope I'm clear. Thank's for any idea :) -- www.matinai.com http://www.matinai.com
Re: Voronoi, but only on surface, no thickness
Great idea ! Le 11/06/2013 19:16, Renaud Bousquet a écrit : Hi, Could this one be helpful? http://www.si-community.com/community/viewtopic.php?f=19t=2262 cheers, Renaud On 11/06/2013 1:05 PM, olivier jeannel wrote: Nope, sorry can't use that. I need 1 sided poly, but thanks Adam ! Le 11/06/2013 18:27, Adam Sale a écrit : what if you were to boolean the surface with a pushed copy of the original, to get a thin shell, and then fracture the result? On Tue, Jun 11, 2013 at 9:14 AM, Matt Morris matt...@gmail.com mailto:matt...@gmail.com wrote: one of those guys (momentum/kratos) I'm sure creates clusters for the surface object and clusters for the inner faces - select cluster and delete? On 11 June 2013 17:09, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: Hi people, i was wondering if there is a simple way to fracture (voronoi or else) an object but without any thickness. For example when you shatter an object with the old Kratos, it gives you big fat volumic chunks . What if I want only the surface ? I'd like to prepare a pealing effect. Hope I'm clear. Thank's for any idea :) -- www.matinai.com http://www.matinai.com
Re: getting subsurface index
Looks like this methodhttp://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/NurbsSurfaceMesh.GetSubSurfaceIndexArray.html,topicNumber=si_om_NurbsSurfaceMesh_GetSubSurfaceIndexArray_htmlwould be useful to you if it was implemented in ICE. It'd be perfect with the UV to Location node. It's the opposite issue with polygons. You can extract the polygon index from the location but it's missing the polygon UV. I was hoping to be able to build a location from scratch using those two attributes. But I couldn't find anything about polygon UVs, even in the sdk. Maybe Grahame knows? On Mon, Jun 10, 2013 at 7:22 PM, Matt Lind ml...@carbinestudios.com wrote: And to follow – I wish the subsurface index wasn’t encapsulated in the location. It should be exposed as a port on the reinterpret location and UV to location nodes so you can perform one-to-many and many-to-one remappings. Reinterpret location should expose a UV coordinate port as well. ** ** ** ** Matt ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Monday, June 10, 2013 3:16 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: getting subsurface index ** ** I need to remap with an offset in the UV coordinate. Reinterpret doesn’t allow for that. ** ** Matt ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller *Sent:* Monday, June 10, 2013 12:53 PM *To:* softimage@listproc.autodesk.com *Subject:* RE: getting subsurface index ** ** An ICE location on a surface mesh essentially consists of the subsurface index and the UV parameters on that subsurface, in other words, the subsurface index is built in to the location. So, you should be able to simply use Reinterpret Location to New Geometry. Is that not working? *** * ** ** gray ** ** *From:* softimage-boun...@listproc.autodesk.com [ mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com] *On Behalf Of *Matt Lind *Sent:* Monday, June 10, 2013 03:03 PM *To:* softimage@listproc.autodesk.com *Subject:* ICE: getting subsurface index ** ** I have to write a tool which remaps a position from a surface mesh onto another surface mesh. I am hoping to use ICE, but am running into a barrier – how to obtain the subsurface index of a surface mesh which a location was found. ** ** Anybody? ** ** ** ** Matt ** ** ** **
RE: getting subsurface index
You only need that method when comparing PointLocators across multiple subsurfaces to make decisions. In my case I only need the nearest location on the surface mesh. NURBSSurfaceMesh.GetClosestSurfacePosition2() returns the subsurface index as part of the PointLocator object. In the case of ICE, the subsurface index can be specified in the UV to Location node to apply a location on a surface mesh, but there is no way to read the subsurface index from a PointLocator on a surface mesh - that is the problem. I spent most of last night at home scratching my head on various ways to determine the subsurface index. I tried using group geometry, metadata in weightmaps and so forth. Bottom line is no matter what workaround I attempted, I needed the subsurface index to be delivered from the PointLocator. The only option in ICE is to use the Reinterpret Location node, but it doesn't expose the subsurface index which makes it impossible to apply a UV offset as I need to do. Since the ICE SDK doesn't expose locators, looks like I'll have to use C++ or a scripted operator. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin Sent: Tuesday, June 11, 2013 12:48 PM To: softimage Subject: Re: getting subsurface index Looks like this methodhttp://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/NurbsSurfaceMesh.GetSubSurfaceIndexArray.html,topicNumber=si_om_NurbsSurfaceMesh_GetSubSurfaceIndexArray_html would be useful to you if it was implemented in ICE. It'd be perfect with the UV to Location node. It's the opposite issue with polygons. You can extract the polygon index from the location but it's missing the polygon UV. I was hoping to be able to build a location from scratch using those two attributes. But I couldn't find anything about polygon UVs, even in the sdk. Maybe Grahame knows? On Mon, Jun 10, 2013 at 7:22 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: And to follow - I wish the subsurface index wasn't encapsulated in the location. It should be exposed as a port on the reinterpret location and UV to location nodes so you can perform one-to-many and many-to-one remappings. Reinterpret location should expose a UV coordinate port as well. 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 Matt Lind Sent: Monday, June 10, 2013 3:16 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: getting subsurface index I need to remap with an offset in the UV coordinate. Reinterpret doesn't allow for that. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Monday, June 10, 2013 12:53 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: getting subsurface index An ICE location on a surface mesh essentially consists of the subsurface index and the UV parameters on that subsurface, in other words, the subsurface index is built in to the location. So, you should be able to simply use Reinterpret Location to New Geometry. Is that not working? gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Monday, June 10, 2013 03:03 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE: getting subsurface index I have to write a tool which remaps a position from a surface mesh onto another surface mesh. I am hoping to use ICE, but am running into a barrier - how to obtain the subsurface index of a surface mesh which a location was found. Anybody? Matt
RE: getting subsurface index
BTW - you get the UVW coordinates from the polygon node index array returned from the PointLocator. The UVW coordinates are stored in a ClusterProperty of type 'uvspace'. You need to use the Polygon Node Indices returned from the PointLocator to look them up in the uvspace property. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Tuesday, June 11, 2013 2:10 PM To: softimage@listproc.autodesk.com Subject: RE: getting subsurface index You only need that method when comparing PointLocators across multiple subsurfaces to make decisions. In my case I only need the nearest location on the surface mesh. NURBSSurfaceMesh.GetClosestSurfacePosition2() returns the subsurface index as part of the PointLocator object. In the case of ICE, the subsurface index can be specified in the UV to Location node to apply a location on a surface mesh, but there is no way to read the subsurface index from a PointLocator on a surface mesh - that is the problem. I spent most of last night at home scratching my head on various ways to determine the subsurface index. I tried using group geometry, metadata in weightmaps and so forth. Bottom line is no matter what workaround I attempted, I needed the subsurface index to be delivered from the PointLocator. The only option in ICE is to use the Reinterpret Location node, but it doesn't expose the subsurface index which makes it impossible to apply a UV offset as I need to do. Since the ICE SDK doesn't expose locators, looks like I'll have to use C++ or a scripted operator. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin Sent: Tuesday, June 11, 2013 12:48 PM To: softimage Subject: Re: getting subsurface index Looks like this methodhttp://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_om/NurbsSurfaceMesh.GetSubSurfaceIndexArray.html,topicNumber=si_om_NurbsSurfaceMesh_GetSubSurfaceIndexArray_html would be useful to you if it was implemented in ICE. It'd be perfect with the UV to Location node. It's the opposite issue with polygons. You can extract the polygon index from the location but it's missing the polygon UV. I was hoping to be able to build a location from scratch using those two attributes. But I couldn't find anything about polygon UVs, even in the sdk. Maybe Grahame knows? On Mon, Jun 10, 2013 at 7:22 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: And to follow - I wish the subsurface index wasn't encapsulated in the location. It should be exposed as a port on the reinterpret location and UV to location nodes so you can perform one-to-many and many-to-one remappings. Reinterpret location should expose a UV coordinate port as well. 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 Matt Lind Sent: Monday, June 10, 2013 3:16 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: getting subsurface index I need to remap with an offset in the UV coordinate. Reinterpret doesn't allow for that. Matt From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Monday, June 10, 2013 12:53 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: RE: getting subsurface index An ICE location on a surface mesh essentially consists of the subsurface index and the UV parameters on that subsurface, in other words, the subsurface index is built in to the location. So, you should be able to simply use Reinterpret Location to New Geometry. Is that not working? gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Monday, June 10, 2013 03:03 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE: getting subsurface index I have to write a tool which remaps a position from a surface mesh onto another surface mesh. I am hoping to use ICE, but am running into a barrier - how to obtain the subsurface index of a surface mesh which a location was found. Anybody? Matt
placing random sized shapes in ICE
hello all, i need to place particle instances.on a surface. each of 5 instances in a group are rectangular, but of different lengths. like boards in a floor. there can be no gaps. i can do this with similarly sized rectangles but fail in arranging these randomly and sensing their sizes/shapes so that they but up against each other. any ideas? brain = scratching thanks, john
Re: placing random sized shapes in ICE
Finding the distance across a parametric surface is a miminization problem (there is no direct solution to just go from this point give me a point at this distance along this axis, you have to integrate your way to it), and setting rectangles flush within boundaries is a packing problem, which is also an iterative kind of problem to solve. You've picked a bitch of a thing to deal with if you're using ICE :p Is the rectangle just a flat space with boundaries? If that's the case you only need to resolve the packing and then can place/transform the result from an arbitrary point on the surface. On Wed, Jun 12, 2013 at 8:48 AM, john clausing jclausin...@yahoo.comwrote: hello all, i need to place particle instances.on a surface. each of 5 instances in a group are rectangular, but of different lengths. like boards in a floor. there can be no gaps. i can do this with similarly sized rectangles but fail in arranging these randomly and sensing their sizes/shapes so that they but up against each other. any ideas? brain = scratching thanks, john -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
PointLocators in ICE
Figured I'd start a new thread. This has been arousing my curiosity for a while and I need your wisdom :-) In Houdini I build locations by providing a polygon index and what is called a uv parametric location. The term uv is misleading here. All it is, is a coordinate on each polygon plane. Softimage's sdk calls it subtriangle barycentric weights. So along with the polygon index and the vertex indices I managed to build my location in python. I didn't test this thoroughly but I seem to be getting an equivalent to what I'm used to in Houdini. With regard to recreate this in ICE: 1) Do we have access to the necessary data? (that is, polygon index, subtriangle indices and the normalized weights on the triangle?) 2) How would we go about assembling it? I understand this all sounds a bit abstract. Like everyone I use locations a lot in ICE, they're amazing and manipulating them is easy. Maybe there is no need for exposing lower-level functionalities. I'm merely experimenting here to see how far I can push them. An example would be to access those barycentric coordinates and, say, slide a particle on a polygon without having to resort to the Get Closest Location node. Thoughts?