Re: Copying geometry from one object to another
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
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
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
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
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
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
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
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
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
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 --