Re: Copying geometry from one object to another

2015-06-04 Thread Matt Lind
There is a known issue with polygon node clusters (aka sample clusters) 
getting corrupted on meshes.  Workaround is to delete the cluster and create 
a new one.  Another option is to triangulate the mesh, but that would likely 
make it impossible for you to copy UVs between objects as the ordering would 
change.  Well, actually it would copy/paste values, but the result would not 
be what you desire.


I don't use the Copy Texture Projection From Source tool or any of it's 
siblings for exactly the reason you describe.  A quick alternative is to 
CTRL + Drag the texture projection from your edited mesh onto the original 
mesh in the scene explorer.  This makes a duplicate of the texture 
projection on the target mesh, but will only work if both meshes have the 
same number of polygon nodes and vertices, as well as same ordering.


The technique I tend to find more reliable is to select the source object, 
open the texture editor, select all UVs using CTRL+A, then choose copy UVs 
from the edit menu.  This will copy the selected UV values into the windows 
clipboard.  Next, select the target object, refresh the texture editor 
focusing on the desired texture projection, again select all UVs using 
CTRL+A, then choose Paste UVs from the edit menu.  This will take the UV 
values from the windows clipboard and paste them into the texture 
projection.  This method copies UVs based on indexing of the polygon nodes 
on the meshes like the other techniques above.


Matt




Date: Fri, 5 Jun 2015 01:07:13 +0200
From: Fabian Schnuer Gohde list@gohde.no
Subject: Re: Copying geometry from one object to another
To: softimage@listproc.autodesk.com

Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it
seems to awkward to not be able to copy some polygons and uv's from one
object to another. I've now taken the hard edges out of the equation by
disconnecting them. But is Copy Texture Projection from Source
fundamentally broken or am I doing something wrong?

best regards,
Fabian



Re: Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
For future reference I've found a stupid work around.

I copy the geometry over via ice's clone polygon mesh, keeping the old uv's
and projection untouched (all uv's are at 0,0,0 at this point)
Then I open the texture editor with the donor mesh, ctrl+a, ctrl+c then
move to the receing mesh and in the texture editor ctrl+v. And it actually
works.

Mesh+uv's transplanted and error prone re-wiring of all partitions and
expressions avoided ;-) Good night.

-Fabian

On 5 June 2015 at 01:07, Fabian Schnuer Gohde list@gohde.no wrote:

 Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it
 seems to awkward to not be able to copy some polygons and uv's from one
 object to another. I've now taken the hard edges out of the equation by
 disconnecting them. But is Copy Texture Projection from Source
 fundamentally broken or am I doing something wrong?

 best regards,
 Fabian

 On 4 June 2015 at 23:03, Matt Lind speye...@hotmail.com wrote:

 A nice seque from the GATOR thread.

 Out of the box GATOR is your best bet, but it won't copy hardedge cluster
 information, and might slip up on a few UVs here or there - especially if
 the object has UV islands.  If that isn't good enough you can script it
 using the GATOR SDK, but is a lot of work as there are many scenarios to
 account for.

 The other scripting option is to write something similar to the old
 Softimage|3D CopyGeometry+ custom effect which replaces an object in a
 hierarchy with another while preserving all relations such as
 group/layer/partition assignment, expressions, etc.

 I have experience doing both.  The Gator path is more robust as it solves
 your current problem and becomes a weapon for future work, but you'll need
 to be pretty adept at the math to do it well as the GetClosestLocations()
 method and related aren't perfect and require some knowledge of the
 algorithms to correct the problems.  The CopyGeometry+ approach is much
 easier to code, but inconsistencies in the SDK will make you want to pull
 your hair out as you must do significant testing to make sure you found
 all
 the edge cases where it doesn't work as expected/documented.

 That said, if you only have one or two objects, fastest route is to do it
 by
 hand.  Scripting will only pay off if this is an ongoing thing.

 Matt





 Date: Thu, 4 Jun 2015 20:55:00 +0200
 From: Fabian Schnuer Gohde list@gohde.no
 Subject: Copying geometry from one object to another
 To: softimage@listproc.autodesk.com


 Hi,
 I have a mesh that has received some fixes and new uv's and I need to take
 geo/uvs/hardedges and copy that to an existing object replacing it's
 existing geometry/uvs/etc. allowing me to keep the object level stuff
 untouched (partitions, animation expressions, etc.)

 Using [apply delete i get rid fo the old geo first, letting it just be
 replaced by clone] and then clone polygon mesh as well as copy edge data
 from source. However the UV's transferred using copy texture projection
 from source seem to not want to follow along properly. In the texture
 editor every point is at 0,0

 When showing values before the set data node in the top level of the copy
 tx proj compound shows the data correctly, but it doesn't seem to get
 applied.

 Another curious thing is that after copying the EdgeIsHard property all
 edges act as hard when subdividing.

 https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

 demo file showing what I'd like to accomplish.

 if there is an easier way/script/plugin to do this I'm all ears.

 Thank you,
 Fabian





Re: Softimage Digest, Vol 79, Issue 9

2015-06-04 Thread Matt Lind

A nice seque from the GATOR thread.

Out of the box GATOR is your best bet, but it won't copy hardedge cluster 
information, and might slip up on a few UVs here or there - especially if 
the object has UV islands.  If that isn't good enough you can script it 
using the GATOR SDK, but is a lot of work as there are many scenarios to 
account for.


The other scripting option is to write something similar to the old 
Softimage|3D CopyGeometry+ custom effect which replaces an object in a 
hierarchy with another while preserving all relations such as 
group/layer/partition assignment, expressions, etc.


I have experience doing both.  The Gator path is more robust as it solves 
your current problem and becomes a weapon for future work, but you'll need 
to be pretty adept at the math to do it well as the GetClosestLocations() 
method and related aren't perfect and require some knowledge of the 
algorithms to correct the problems.  The CopyGeometry+ approach is much 
easier to code, but inconsistencies in the SDK will make you want to pull 
your hair out as you must do significant testing to make sure you found all 
the edge cases where it doesn't work as expected/documented.


That said, if you only have one or two objects, fastest route is to do it by 
hand.  Scripting will only pay off if this is an ongoing thing.


Matt





Date: Thu, 4 Jun 2015 20:55:00 +0200
From: Fabian Schnuer Gohde list@gohde.no
Subject: Copying geometry from one object to another
To: softimage@listproc.autodesk.com

Hi,
I have a mesh that has received some fixes and new uv's and I need to take
geo/uvs/hardedges and copy that to an existing object replacing it's
existing geometry/uvs/etc. allowing me to keep the object level stuff
untouched (partitions, animation expressions, etc.)

Using [apply delete i get rid fo the old geo first, letting it just be
replaced by clone] and then clone polygon mesh as well as copy edge data
from source. However the UV's transferred using copy texture projection
from source seem to not want to follow along properly. In the texture
editor every point is at 0,0

When showing values before the set data node in the top level of the copy
tx proj compound shows the data correctly, but it doesn't seem to get
applied.

Another curious thing is that after copying the EdgeIsHard property all
edges act as hard when subdividing.

https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

demo file showing what I'd like to accomplish.

if there is an easier way/script/plugin to do this I'm all ears.

Thank you,
Fabian 



Re: Copying geometry from one object to another

2015-06-04 Thread Matt Lind

A nice seque from the GATOR thread.

Out of the box GATOR is your best bet, but it won't copy hardedge cluster
information, and might slip up on a few UVs here or there - especially if
the object has UV islands.  If that isn't good enough you can script it
using the GATOR SDK, but is a lot of work as there are many scenarios to
account for.

The other scripting option is to write something similar to the old
Softimage|3D CopyGeometry+ custom effect which replaces an object in a
hierarchy with another while preserving all relations such as
group/layer/partition assignment, expressions, etc.

I have experience doing both.  The Gator path is more robust as it solves
your current problem and becomes a weapon for future work, but you'll need
to be pretty adept at the math to do it well as the GetClosestLocations()
method and related aren't perfect and require some knowledge of the
algorithms to correct the problems.  The CopyGeometry+ approach is much
easier to code, but inconsistencies in the SDK will make you want to pull
your hair out as you must do significant testing to make sure you found all
the edge cases where it doesn't work as expected/documented.

That said, if you only have one or two objects, fastest route is to do it by
hand.  Scripting will only pay off if this is an ongoing thing.

Matt





Date: Thu, 4 Jun 2015 20:55:00 +0200
From: Fabian Schnuer Gohde list@gohde.no
Subject: Copying geometry from one object to another
To: softimage@listproc.autodesk.com

Hi,
I have a mesh that has received some fixes and new uv's and I need to take
geo/uvs/hardedges and copy that to an existing object replacing it's
existing geometry/uvs/etc. allowing me to keep the object level stuff
untouched (partitions, animation expressions, etc.)

Using [apply delete i get rid fo the old geo first, letting it just be
replaced by clone] and then clone polygon mesh as well as copy edge data
from source. However the UV's transferred using copy texture projection
from source seem to not want to follow along properly. In the texture
editor every point is at 0,0

When showing values before the set data node in the top level of the copy
tx proj compound shows the data correctly, but it doesn't seem to get
applied.

Another curious thing is that after copying the EdgeIsHard property all
edges act as hard when subdividing.

https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

demo file showing what I'd like to accomplish.

if there is an easier way/script/plugin to do this I'm all ears.

Thank you,
Fabian 



Re: Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
Indded :-) Thank you for the exhaustive reply. Knowing houdini well too it
seems to awkward to not be able to copy some polygons and uv's from one
object to another. I've now taken the hard edges out of the equation by
disconnecting them. But is Copy Texture Projection from Source
fundamentally broken or am I doing something wrong?

best regards,
Fabian

On 4 June 2015 at 23:03, Matt Lind speye...@hotmail.com wrote:

 A nice seque from the GATOR thread.

 Out of the box GATOR is your best bet, but it won't copy hardedge cluster
 information, and might slip up on a few UVs here or there - especially if
 the object has UV islands.  If that isn't good enough you can script it
 using the GATOR SDK, but is a lot of work as there are many scenarios to
 account for.

 The other scripting option is to write something similar to the old
 Softimage|3D CopyGeometry+ custom effect which replaces an object in a
 hierarchy with another while preserving all relations such as
 group/layer/partition assignment, expressions, etc.

 I have experience doing both.  The Gator path is more robust as it solves
 your current problem and becomes a weapon for future work, but you'll need
 to be pretty adept at the math to do it well as the GetClosestLocations()
 method and related aren't perfect and require some knowledge of the
 algorithms to correct the problems.  The CopyGeometry+ approach is much
 easier to code, but inconsistencies in the SDK will make you want to pull
 your hair out as you must do significant testing to make sure you found all
 the edge cases where it doesn't work as expected/documented.

 That said, if you only have one or two objects, fastest route is to do it
 by
 hand.  Scripting will only pay off if this is an ongoing thing.

 Matt





 Date: Thu, 4 Jun 2015 20:55:00 +0200
 From: Fabian Schnuer Gohde list@gohde.no
 Subject: Copying geometry from one object to another
 To: softimage@listproc.autodesk.com


 Hi,
 I have a mesh that has received some fixes and new uv's and I need to take
 geo/uvs/hardedges and copy that to an existing object replacing it's
 existing geometry/uvs/etc. allowing me to keep the object level stuff
 untouched (partitions, animation expressions, etc.)

 Using [apply delete i get rid fo the old geo first, letting it just be
 replaced by clone] and then clone polygon mesh as well as copy edge data
 from source. However the UV's transferred using copy texture projection
 from source seem to not want to follow along properly. In the texture
 editor every point is at 0,0

 When showing values before the set data node in the top level of the copy
 tx proj compound shows the data correctly, but it doesn't seem to get
 applied.

 Another curious thing is that after copying the EdgeIsHard property all
 edges act as hard when subdividing.

 https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

 demo file showing what I'd like to accomplish.

 if there is an easier way/script/plugin to do this I'm all ears.

 Thank you,
 Fabian



Re: Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
i have a bunch of objects with expressions and animation and complicated
partition setups over multiple scenes which I don't want to have to redo or
write some convoluted script for if it can be avoided ;-)
-F

On 4 June 2015 at 21:42, Mario Reitbauer cont...@marioreitbauer.at wrote:

 But what would be the problem getting a new mesh ?
 If you just freeze the modelling stack after merging you can delete the
 old mesh.

 2015-06-04 21:18 GMT+02:00 Fabian Schnuer Gohde list@gohde.no:

 Hi,
 if you mean object merge then that creates a new object which wont help
 and MergePolygonMeshes in ICE presents me with the same problem as Copy, UV
 don't want to work.
 Thank you,
 Fabian

 On 4 June 2015 at 21:03, Mario Reitbauer cont...@marioreitbauer.at
 wrote:

 Couldn't you just delete the parts of the object you don't need anymore
 and merge the new geometry to it.
 This will merge everything you need (uvs, hard edges, clusters,
 shapes...)

 2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde list@gohde.no:

 Hi,
 I have a mesh that has received some fixes and new uv's and I need to
 take geo/uvs/hardedges and copy that to an existing object replacing it's
 existing geometry/uvs/etc. allowing me to keep the object level stuff
 untouched (partitions, animation expressions, etc.)

 Using [apply delete i get rid fo the old geo first, letting it just be
 replaced by clone] and then clone polygon mesh as well as copy edge data
 from source. However the UV's transferred using copy texture projection
 from source seem to not want to follow along properly. In the texture
 editor every point is at 0,0

 When showing values before the set data node in the top level of the
 copy tx proj compound shows the data correctly, but it doesn't seem to get
 applied.

 Another curious thing is that after copying the EdgeIsHard property all
 edges act as hard when subdividing.

 https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

 demo file showing what I'd like to accomplish.

 if there is an easier way/script/plugin to do this I'm all ears.

 Thank you,
 Fabian




 --
 --
 cont...@marioreitbauer.com
 0049 (0)157 86272215
 Professor-Brix-Weg 9
 22767 Hamburg
 --





 --
 --
 cont...@marioreitbauer.com
 0049 (0)157 86272215
 Professor-Brix-Weg 9
 22767 Hamburg
 --



Re: Heavy scenes with the GTX 970

2015-06-04 Thread Tim Leydecker
What I´m deducing is that buswidth and amount of RAM are related and 
allow to

predict the probable amounts of video RAM for a series of cards of the same
generation.

After looking at the 6xx to 9xx range of cards, I conclude that when 
going from
256bit in the 6xx card range to 384bit in the 7xx range, there was no 
increase

to 512bit in the 9xx range for bus width.

This means, in terms of what to expect in video ram amounts from a 9xx 
series,
that there will probably not be an increase to 16 GB of RAM for 
something like
a Titan X Black edition type of card, unless this card will already use 
a next gen,

e.g. 10xx type card layout with probably a 512bit bus.

Don´t be such a bully, biting my ankles.

I give a rat´s ass about wether bus follows RAM or the other way around, 
it´s not the point,
especially when I´m deducing that bus width hasn´t been adjusted to 
allow convenient
adressing of RAM and conclude that nvidia probably found this not 
neccessary, re-using

the 7xx card layout instead.

I take bus width only as an indicator for what to expect from the 9xx 
card generation.


Probably no 16GB card version, unless a new, modified card layout is 
introduced as
part of a Titan X Black edition with a possible card layout already 
taken from a 10xx

type card generation.

Cheers,

tim


P.S: Regarding Softimage and the 970 cards, I hope it´s just a driver 
issue that´ll go away.










Am 03.06.2015 um 23:08 schrieb Raffaele Fragapane:


If they need 512 they can probably do it without issue. What you're 
saying is that you would have liked to make cards with more ram, the 
bus width is irrelevant, it gets sized as needed, not the other way 
around.


On 4 Jun 2015 5:33 am, Tim Leydecker bauero...@gmx.de 
mailto:bauero...@gmx.de wrote:




Am 03.06.2015 um 08:32 schrieb Raffaele Fragapane:

Huh?
The width is whatever is required for the controllers to address
the RAM.
If they have 12GB over 6 32bit controllers as that manufacturing
specs max why would they have more than 384?



I was hoping for nVidia to bring the bus width up to 512bit,
making 2,4,8,16,32,64 GB Ram likely because that
would go well together with such a bus width (or even just a
256bit width bus).

Of course, if all you have is 384bit, 12 GB is what is convenient
to connect, not 16GB (as in AMD´s current 512bit bus cards)

My point.

Looking at previous release/development cycles of nVidia, one
could now expect to see a Titan Z Black edition coming
to close off the 9xx series, with some sort of shrunk production
process, more cores or a little bit of higher clocking
but unlikely to have a wider bus to adress video RAM in the 16GB
range.

Such a thing will probably not come before the next generation of
cards, in pseudo naming, the 10xx series.

Not before next year.

This gives AMD 1 year to try and get customers looking for lot´s
of video ram for their editing, comp, etc.

tim











Also, what the architecture and the proposed manufacturing
guidelines allow in terms of addressing width isn't the same as
what's out in the current card of the month.

The 980 is the same in most regards but only has 256bit in
example because al it needs to address is 8GB.

If they need to address more It's very likely the width can be
pushed a good deal further.

The bottleneck isn't currently measured in bus width, the
throughput is an issue, and it's got little to do with the width
of addressing stacks, and it's why things like NVLink and new PCI
bus specs and so on are being looked into.

There are a lot other design issues that are being worked on by
more than just a company, the addressing width across the bus
isn't particularly symptomatic of any of those AFAIK.


On Wed, Jun 3, 2015 at 3:58 PM, Tim Leydecker bauero...@gmx.de
mailto:bauero...@gmx.de wrote:

The 980ti (starting at EUR 735,-) is a good opportunity
compared to the gtx980 (starting at EUR 500,-)
but it is annoying to know that Video-RAM will soon become a
bottleneck because more and more
applications start to utilize GPU performance to their
benefit, either when caching out like in Nuke for
huge environment images or a GPU renderer like Redshift3D
having to optimize, e.g. limit it´s
cache sizes to fit into a smaller than desireable meomory
footprint.

All that on top of what a 4k display would demand for it´s
share of available video memory to start with.

I think Nvidia missed an opportunity there, not just for
quadro cards.
They are pulling an Intel in terms of price tags but they
didn´t make sure their base is safe for the future.

I had hoped for a wider than 384bit bus, e.g. something more
like a 512bit bandwidth which would
have made power of two steps in 

Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
Hi,
I have a mesh that has received some fixes and new uv's and I need to take
geo/uvs/hardedges and copy that to an existing object replacing it's
existing geometry/uvs/etc. allowing me to keep the object level stuff
untouched (partitions, animation expressions, etc.)

Using [apply delete i get rid fo the old geo first, letting it just be
replaced by clone] and then clone polygon mesh as well as copy edge data
from source. However the UV's transferred using copy texture projection
from source seem to not want to follow along properly. In the texture
editor every point is at 0,0

When showing values before the set data node in the top level of the copy
tx proj compound shows the data correctly, but it doesn't seem to get
applied.

Another curious thing is that after copying the EdgeIsHard property all
edges act as hard when subdividing.

https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

demo file showing what I'd like to accomplish.

if there is an easier way/script/plugin to do this I'm all ears.

Thank you,
Fabian


Re: Copying geometry from one object to another

2015-06-04 Thread Fabian Schnuer Gohde
Hi,
if you mean object merge then that creates a new object which wont help and
MergePolygonMeshes in ICE presents me with the same problem as Copy, UV
don't want to work.
Thank you,
Fabian

On 4 June 2015 at 21:03, Mario Reitbauer cont...@marioreitbauer.at wrote:

 Couldn't you just delete the parts of the object you don't need anymore
 and merge the new geometry to it.
 This will merge everything you need (uvs, hard edges, clusters, shapes...)

 2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde list@gohde.no:

 Hi,
 I have a mesh that has received some fixes and new uv's and I need to
 take geo/uvs/hardedges and copy that to an existing object replacing it's
 existing geometry/uvs/etc. allowing me to keep the object level stuff
 untouched (partitions, animation expressions, etc.)

 Using [apply delete i get rid fo the old geo first, letting it just be
 replaced by clone] and then clone polygon mesh as well as copy edge data
 from source. However the UV's transferred using copy texture projection
 from source seem to not want to follow along properly. In the texture
 editor every point is at 0,0

 When showing values before the set data node in the top level of the copy
 tx proj compound shows the data correctly, but it doesn't seem to get
 applied.

 Another curious thing is that after copying the EdgeIsHard property all
 edges act as hard when subdividing.

 https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

 demo file showing what I'd like to accomplish.

 if there is an easier way/script/plugin to do this I'm all ears.

 Thank you,
 Fabian




 --
 --
 cont...@marioreitbauer.com
 0049 (0)157 86272215
 Professor-Brix-Weg 9
 22767 Hamburg
 --



Re: Copying geometry from one object to another

2015-06-04 Thread Mario Reitbauer
Couldn't you just delete the parts of the object you don't need anymore and
merge the new geometry to it.
This will merge everything you need (uvs, hard edges, clusters, shapes...)

2015-06-04 20:55 GMT+02:00 Fabian Schnuer Gohde list@gohde.no:

 Hi,
 I have a mesh that has received some fixes and new uv's and I need to take
 geo/uvs/hardedges and copy that to an existing object replacing it's
 existing geometry/uvs/etc. allowing me to keep the object level stuff
 untouched (partitions, animation expressions, etc.)

 Using [apply delete i get rid fo the old geo first, letting it just be
 replaced by clone] and then clone polygon mesh as well as copy edge data
 from source. However the UV's transferred using copy texture projection
 from source seem to not want to follow along properly. In the texture
 editor every point is at 0,0

 When showing values before the set data node in the top level of the copy
 tx proj compound shows the data correctly, but it doesn't seem to get
 applied.

 Another curious thing is that after copying the EdgeIsHard property all
 edges act as hard when subdividing.

 https://www.dropbox.com/s/xannoypcd4gslsw/copy_mesh_test.scn?dl=1

 demo file showing what I'd like to accomplish.

 if there is an easier way/script/plugin to do this I'm all ears.

 Thank you,
 Fabian




-- 
--
cont...@marioreitbauer.com
0049 (0)157 86272215
Professor-Brix-Weg 9
22767 Hamburg
--