Re: OT: sequence file browser

2016-02-24 Thread Fabricio Chamon
thanks guys! I'll take a look at Adobe Bridge.

2016-02-24 22:41 GMT-03:00 Andres Stephens :

> I think in the details view you can use the category bar to select a
> "stack by name" with your name groups. Not just the X to X lumps.
>
>
> http://www.sevenforums.com/tutorials/3952-file-folder-arrangement-group-sort-arrange.html
>
> You may have to try a custom group setting?
>
> I believe I've managed to do it in windows 10. It had a system that even
> had the name in a collapsible group. Not just letter. Unless I was...
> dreaming?
>
> But then again. I'm on holiday, since the past 3 weeks, without a
> computer, unable to try it out and confirm for you. Sorry for the possible
> broken hopes!
>
>
>
>
>  Original message 
> From: Ed Manning 
> Date: 24/02/2016 13:58 (GMT-05:00)
> To: softimage@listproc.autodesk.com
> Subject: Re: OT: sequence file browser
>
>
> Or you can (right click in Explorer or go to the view tab - in W8 and
> onwards) "view>group by>name" and then you will have expandable and
> collapsible named sequences directly in Windows. The only downside is it
> organizes it all expanded I think.
>
>
> When I do this I just get 3 groups for whatever attribute I group by: A-H,
> I-P, and Q-Z.
>
> Apparently Vista used to group by single letters but no later versions.
>
>
>
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> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
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Re: ice strand grass

2016-02-24 Thread Matt Morris
If you're using redshift you might be out of luck though, don't think they
have deforming instance geo yet.


On 24 February 2016 at 22:20, Kris Rivel  wrote:

> Oh...I thought I would see it in the view...I'll have to try that then!
> Thanks!
>
> Kris
>
> On Wed, Feb 24, 2016 at 4:36 PM, Rob Chapman  wrote:
>
>> They do move, just not in the viewport, my old deforming flower field
>> tutorial covers exactly this
>> On 24 Feb 2016 21:20, "Kris Rivel"  wrote:
>>
>>> Is it possible to deform geo instances along a strand? Creating some up
>>> close grass. I have some good geo meshes and want to instance them to the
>>> strands. They instance ok but they don't move with the animated strands.
>>> This possible?
>>>
>>> Kris
>>>
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
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>
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Re: ice strand grass

2016-02-24 Thread Kris Rivel
Oh...I thought I would see it in the view...I'll have to try that then!
Thanks!

Kris

On Wed, Feb 24, 2016 at 4:36 PM, Rob Chapman  wrote:

> They do move, just not in the viewport, my old deforming flower field
> tutorial covers exactly this
> On 24 Feb 2016 21:20, "Kris Rivel"  wrote:
>
>> Is it possible to deform geo instances along a strand? Creating some up
>> close grass. I have some good geo meshes and want to instance them to the
>> strands. They instance ok but they don't move with the animated strands.
>> This possible?
>>
>> Kris
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
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Re: ice strand grass

2016-02-24 Thread Rob Chapman
They do move, just not in the viewport, my old deforming flower field
tutorial covers exactly this
On 24 Feb 2016 21:20, "Kris Rivel"  wrote:

> Is it possible to deform geo instances along a strand? Creating some up
> close grass. I have some good geo meshes and want to instance them to the
> strands. They instance ok but they don't move with the animated strands.
> This possible?
>
> Kris
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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ice strand grass

2016-02-24 Thread Kris Rivel
Is it possible to deform geo instances along a strand? Creating some up
close grass. I have some good geo meshes and want to instance them to the
strands. They instance ok but they don't move with the animated strands.
This possible?

Kris
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Re: 1 texture per polygon

2016-02-24 Thread Matt Lind
Breaking up an object for that purpose is the same as assigning a local 
material to each polygon.  No need to touch the geometry.

There are a variety of ways to do this, it's just a matter of what features 
and control you prefer.  The first problem is how to decide which image(s) 
are applied to which polygons.  The second problem is how to control the 
images once they're on the polygons (orientation, cropping, animation, ...).

The old school solution is apply a unique material to each polygon so the 
assigned texture image shader can isolate it.  The pro is this is easy to 
setup (or script), you can use static images or image sequences 
independently between polygons, and you have lots of control if you need to 
use passes and overrides to modify color or other effects.  The con is in 
the event you need textures to expand (or contract) beyond polygon borders, 
then you're kind of caught between a rock and hard place, and navigation in 
the explorer might become a bit overwhelming.

If you like development, you could write a shader to manage the images and 
polygons.  Coding is close to trivial.  The only tricky part is having 
control over which image gets placed on which polygon.  The shader would 
prefer triangle ID, but users don’t tend to like that as there is no control 
over ordering of the triangles of an arbitrary mesh.  A weight map could 
determine where images are placed.  The pro of this solution is it would 
keep your scene neat and tidy and you could put logic into the shader to 
control all images en masse with ease (animate over time, for example).  The 
con is you have to know something about writing mental ray shaders (not 
difficult, but takes time) and you would have to know the maximum number of 
images needed ahead of time as you have to code that into the shader's 
.spdl.

Another shading driven solution is to use a concept similar to UV Remap 
where an image file (or programmatically driven color) defines which image 
is placed at a given texel.  The color intensity (lightness) would act as a 
ratio within the image sequence and choose the nearest image.  A 2nd image 
file could be used to drive other parameters such as animation, orientation, 
and so on.  The pro of this solution is you are not bound to polygon borders 
and you have lots of control.  The con is you might get some aliasing if 
your remap color is file based, setting this up could take considerable 
time, and you deprive yourself of granular control for passes and overrides 
if needed as your images would essentially belong to a single material. 
Although this could be set up in ICE, it would be better and more efficient 
to do it in the render tree.

.ptex.  Cannot remember if this is supported in Softimage or not, but that 
is essentially what is being requested here.  If you push your images into 
such a format, then maybe this is an option(?).



Matt






Date: Wed, 24 Feb 2016 18:23:10 +
From: Adam Seeley 
Subject: Re: 1 texture per polygon
To: "softimage@listproc.autodesk.com"


Hi,

Haven't looked through the whole thread, but would it make it easier to
splitting the polys into separate objects.. organising your uvs/images &
then merging again?


A. 

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Re: OT: sequence file browser

2016-02-24 Thread Andres Stephens


I think in the details view you can use the category bar to select a "stack by 
name" with your name groups. Not just the X to X lumps.
http://www.sevenforums.com/tutorials/3952-file-folder-arrangement-group-sort-arrange.html
You may have to try a custom group setting?
I believe I've managed to do it in windows 10. It had a system that even had 
the name in a collapsible group. Not just letter. Unless I was... dreaming?
But then again. I'm on holiday, since the past 3 weeks, without a computer, 
unable to try it out and confirm for you. Sorry for the possible broken hopes!



 Original message 
From: Ed Manning 
Date: 24/02/2016  13:58  (GMT-05:00)
To: softimage@listproc.autodesk.com
Subject: Re: OT: sequence file browser

>
>
> Or you can (right click in Explorer or go to the view tab - in W8 and
> onwards) "view>group by>name" and then you will have expandable and
> collapsible named sequences directly in Windows. The only downside is it
> organizes it all expanded I think.
>

When I do this I just get 3 groups for whatever attribute I group by: A-H,
I-P, and Q-Z.

Apparently Vista used to group by single letters but no later versions.
--
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"unsubscribe" in the subject, and reply to confirm.

Re: OT: sequence file browser

2016-02-24 Thread Ed Manning
>
>
> Or you can (right click in Explorer or go to the view tab - in W8 and
> onwards) "view>group by>name" and then you will have expandable and
> collapsible named sequences directly in Windows. The only downside is it
> organizes it all expanded I think.
>

When I do this I just get 3 groups for whatever attribute I group by: A-H,
I-P, and Q-Z.

Apparently Vista used to group by single letters but no later versions.
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: 1 texture per polygon

2016-02-24 Thread Adam Seeley
Hi,

Haven't looked through the whole thread, but would it make it easier to
splitting the polys into separate objects.. organising your uvs/images &
then merging again?


A.
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Re: 1 texture per polygon

2016-02-24 Thread Olivier Jeannel
Hey thank you :)
I had a proto that worked on square particles instances, but this one push
it a bit further it seems.
Very cool, thank's a lot ! :)

On Wed, Feb 24, 2016 at 6:53 PM, Jeff McFall  wrote:

> Here is a nice example of setting the uv’s part….
>
> I know it is instances but seems it could work for a mesh as well.
>
>
>
> http://xsisupport.com/2015/02/26/using-ice-to-do-uv-remapping-on-instances/
>
>
>
> jeff
>
>
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *pedro santos
> *Sent:* Wednesday, February 24, 2016 11:55 AM
> *To:* Softimage Mailing List 
> *Subject:* Re: 1 texture per polygon
>
>
>
> Yeah like I said, put all 100 pics in a 10x10 picture array pic and use
> ICE an manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that
> 10x10 pic is doable for you.
>
> Cheers
>
>
>
> On Wed, Feb 24, 2016 at 4:24 PM, Olivier Jeannel 
> wrote:
>
> Do you have a method to do this ?
>
> Right now I'm connecting my 100 textures in a Texture Array Switch. I feel
> like in 1984...
>
> I can't believe this was never addressed ...
>
>
>
> On Wed, Feb 24, 2016 at 5:04 PM, pedro santos  wrote:
>
> I don't know what is the project you are working on, but if you are able
> to compromise with just one huge texture, it's doable I think:
> http://screencast.com/t/SDUHtvLdf4P9
>
> Cheers
>
>
>
> On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel 
> wrote:
>
> Concatenate strings maybe. But I'don't know how...
>
>
>
> On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel 
> wrote:
>
> I'm around 100 pictures.
>
>
>
> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon 
> wrote:
>
> yes, but then you are limited to a few images, and it does not scale
> procedurally to hundreds of images for example...but if just a few images
> already do the work, then you can use the multi-color switch I believe.
>
>
>
> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel :
>
> Yes, that's what I'm thinking too.
>
> Can't we build a "select case" thinguy within the render tree ?
>
>
>
> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
> wrote:
>
> looks like the "Time Source" parameter on the image file nodes does not
> accept ice attributes on a mesh.
>
>
>
> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel :
>
> I just solved the uv part, meaning each polygon is now  covering the hole
> 0-1 UV Space.
>
> But I'm not sure it helps, I've tried all sort of indices in the render
> tree but it's not working.
>
>
>
>
>
> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos  wrote:
>
> What do you mean you solved the 1 picture per polygon bit?
>
> In my case you see it's a grid of the images I want. So, it's just one
> file I have to deal with. I don't know how you would do the switch for 100
> pics. For index though can't you just call an ICE Attribute in the Render
> Tree.
>
> Sorry not being much help. Didn't spent much time in the Render Tree.
>
> Cheers
>
>
>
>
>
> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel 
> wrote:
>
> I solved the UV with a python script (attached) from  Piotrek Marczak.
> Wish I could do it in ICE...
> Now I'm fighting to have one picture per polygon index :/
> If someone has something
>
>
>
> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos  wrote:
>
> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>
>
>
> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos  wrote:
>
> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on it's index
> to fit a grid of images. insteading of having separate image files.. Can
> you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel 
> wrote:
>
> Hi there,
>
>
>
> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>
> I'd like to have one picture applied per polygon of a polymesh. (picture0
> goes to polygon0, picture1 goes to polygon1, picture2 goes to polygon2, )
>
> - How do I set the UVs ?
>
> - How do I tell the Shader to pick one image according to the Polygon ID ?
>
>
>
> I can do it with particles, but I would like to do it with polygons.
>
>
>
> I'm sure someone already did this ...
>
>
>
> Thank you !
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
>
>
> --
> --
>
> [image: http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]
>
> Pedro Alpiarça dos Santos
> >>  http://probiner.xyz/
>
>
>
>
>
>
>
> --
> --
>
> [image: 

RE: 1 texture per polygon

2016-02-24 Thread Jeff McFall
Here is a nice example of setting the uv’s part….
I know it is instances but seems it could work for a mesh as well.

http://xsisupport.com/2015/02/26/using-ice-to-do-uv-remapping-on-instances/

jeff


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of pedro santos
Sent: Wednesday, February 24, 2016 11:55 AM
To: Softimage Mailing List 
Subject: Re: 1 texture per polygon

Yeah like I said, put all 100 pics in a 10x10 picture array pic and use ICE an 
manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that 10x10 pic is 
doable for you.

Cheers

On Wed, Feb 24, 2016 at 4:24 PM, Olivier Jeannel 
> wrote:
Do you have a method to do this ?
Right now I'm connecting my 100 textures in a Texture Array Switch. I feel like 
in 1984...
I can't believe this was never addressed ...

On Wed, Feb 24, 2016 at 5:04 PM, pedro santos 
> wrote:
I don't know what is the project you are working on, but if you are able to 
compromise with just one huge texture, it's doable I think: 
http://screencast.com/t/SDUHtvLdf4P9

Cheers

On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel 
> wrote:
Concatenate strings maybe. But I'don't know how...

On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel 
> wrote:
I'm around 100 pictures.

On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon 
> wrote:
yes, but then you are limited to a few images, and it does not scale 
procedurally to hundreds of images for example...but if just a few images 
already do the work, then you can use the multi-color switch I believe.

2016-02-24 12:22 GMT-03:00 Olivier Jeannel 
>:
Yes, that's what I'm thinking too.
Can't we build a "select case" thinguy within the render tree ?

On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
> wrote:
looks like the "Time Source" parameter on the image file nodes does not accept 
ice attributes on a mesh.

2016-02-24 12:14 GMT-03:00 Olivier Jeannel 
>:
I just solved the uv part, meaning each polygon is now  covering the hole 0-1 
UV Space.
But I'm not sure it helps, I've tried all sort of indices in the render tree 
but it's not working.


On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
> wrote:
What do you mean you solved the 1 picture per polygon bit?

In my case you see it's a grid of the images I want. So, it's just one file I 
have to deal with. I don't know how you would do the switch for 100 pics. For 
index though can't you just call an ICE Attribute in the Render Tree.

Sorry not being much help. Didn't spent much time in the Render Tree.

Cheers


On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel 
> wrote:
I solved the UV with a python script (attached) from  Piotrek Marczak. Wish I 
could do it in ICE...
Now I'm fighting to have one picture per polygon index :/
If someone has something

On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
> wrote:
https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
> wrote:
Hmmm I've done that the other day, but in LightWave... ahaha

I basically transformed the UV coordinates per polygon based on it's index to 
fit a grid of images. insteading of having separate image files.. Can you do it 
in ICE... dunno, never tried it x)

Good luck


On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel 
> wrote:
Hi there,

Imagine I have a collection of 100 pictures, numbered from 0 to 99.
I'd like to have one picture applied per polygon of a polymesh. (picture0 goes 
to polygon0, picture1 goes to polygon1, picture2 goes to polygon2, )
- How do I set the UVs ?
- How do I tell the Shader to pick one image according to the Polygon ID ?

I can do it with particles, but I would like to do it with polygons.

I'm sure someone already did this ...

Thank you !

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 with "unsubscribe" in the subject, and reply to confirm.



--

[http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]

Pedro Alpiarça dos Santos
>>  http://probiner.xyz/





--

[http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]

Pedro Alpiarça dos Santos
>>  http://probiner.xyz/



--
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To 

Re: 1 texture per polygon

2016-02-24 Thread Olivier Jeannel
Proceduralism is for sissies.
[image: Inline image 1]

On Wed, Feb 24, 2016 at 5:54 PM, pedro santos  wrote:

> Yeah like I said, put all 100 pics in a 10x10 picture array pic and use
> ICE an manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that
> 10x10 pic is doable for you.
>
> Cheers
>
> On Wed, Feb 24, 2016 at 4:24 PM, Olivier Jeannel 
> wrote:
>
>> Do you have a method to do this ?
>> Right now I'm connecting my 100 textures in a Texture Array Switch. I
>> feel like in 1984...
>> I can't believe this was never addressed ...
>>
>> On Wed, Feb 24, 2016 at 5:04 PM, pedro santos  wrote:
>>
>>> I don't know what is the project you are working on, but if you are able
>>> to compromise with just one huge texture, it's doable I think:
>>> http://screencast.com/t/SDUHtvLdf4P9
>>>
>>> Cheers
>>>
>>> On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel >> > wrote:
>>>
 Concatenate strings maybe. But I'don't know how...

 On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> I'm around 100 pictures.
>
> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon 
> wrote:
>
>> yes, but then you are limited to a few images, and it does not scale
>> procedurally to hundreds of images for example...but if just a few images
>> already do the work, then you can use the multi-color switch I believe.
>>
>> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel :
>>
>>> Yes, that's what I'm thinking too.
>>> Can't we build a "select case" thinguy within the render tree ?
>>>
>>> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon >> > wrote:
>>>
 looks like the "Time Source" parameter on the image file nodes does
 not accept ice attributes on a mesh.

 2016-02-24 12:14 GMT-03:00 Olivier Jeannel 
 :

> I just solved the uv part, meaning each polygon is now  covering
> the hole 0-1 UV Space.
> But I'm not sure it helps, I've tried all sort of indices in the
> render tree but it's not working.
>
>
> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
> wrote:
>
>> What do you mean you solved the 1 picture per polygon bit?
>>
>> In my case you see it's a grid of the images I want. So, it's
>> just one file I have to deal with. I don't know how you would do the 
>> switch
>> for 100 pics. For index though can't you just call an ICE Attribute 
>> in the
>> Render Tree.
>>
>> Sorry not being much help. Didn't spent much time in the Render
>> Tree.
>>
>> Cheers
>>
>>
>>
>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> I solved the UV with a python script (attached) from  Piotrek
>>> Marczak. Wish I could do it in ICE...
>>> Now I'm fighting to have one picture per polygon index :/
>>> If someone has something
>>>
>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos <
>>> probi...@gmail.com> wrote:
>>>
 https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

 On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <
 probi...@gmail.com> wrote:

> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based
> on it's index to fit a grid of images. insteading of having 
> separate image
> files.. Can you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Hi there,
>>
>> Imagine I have a collection of 100 pictures, numbered from 0
>> to 99.
>> I'd like to have one picture applied per polygon of a
>> polymesh. (picture0 goes to polygon0, picture1 goes to polygon1, 
>> picture2
>> goes to polygon2, )
>> - How do I set the UVs ?
>> - How do I tell the Shader to pick one image according to the
>> Polygon ID ?
>>
>> I can do it with particles, but I would like to do it with
>> polygons.
>>
>> I'm sure someone already did this ...
>>
>> Thank you !
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> 

Re: 1 texture per polygon

2016-02-24 Thread pedro santos
Yeah like I said, put all 100 pics in a 10x10 picture array pic and use ICE
an manipulate those 0 to1 UVs to fit the 10x10 grid. Dunno if that 10x10
pic is doable for you.

Cheers

On Wed, Feb 24, 2016 at 4:24 PM, Olivier Jeannel 
wrote:

> Do you have a method to do this ?
> Right now I'm connecting my 100 textures in a Texture Array Switch. I feel
> like in 1984...
> I can't believe this was never addressed ...
>
> On Wed, Feb 24, 2016 at 5:04 PM, pedro santos  wrote:
>
>> I don't know what is the project you are working on, but if you are able
>> to compromise with just one huge texture, it's doable I think:
>> http://screencast.com/t/SDUHtvLdf4P9
>>
>> Cheers
>>
>> On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel 
>> wrote:
>>
>>> Concatenate strings maybe. But I'don't know how...
>>>
>>> On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel >> > wrote:
>>>
 I'm around 100 pictures.

 On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon 
 wrote:

> yes, but then you are limited to a few images, and it does not scale
> procedurally to hundreds of images for example...but if just a few images
> already do the work, then you can use the multi-color switch I believe.
>
> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel :
>
>> Yes, that's what I'm thinking too.
>> Can't we build a "select case" thinguy within the render tree ?
>>
>> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
>> wrote:
>>
>>> looks like the "Time Source" parameter on the image file nodes does
>>> not accept ice attributes on a mesh.
>>>
>>> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel :
>>>
 I just solved the uv part, meaning each polygon is now  covering
 the hole 0-1 UV Space.
 But I'm not sure it helps, I've tried all sort of indices in the
 render tree but it's not working.


 On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
 wrote:

> What do you mean you solved the 1 picture per polygon bit?
>
> In my case you see it's a grid of the images I want. So, it's just
> one file I have to deal with. I don't know how you would do the 
> switch for
> 100 pics. For index though can't you just call an ICE Attribute in the
> Render Tree.
>
> Sorry not being much help. Didn't spent much time in the Render
> Tree.
>
> Cheers
>
>
>
> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> I solved the UV with a python script (attached) from  Piotrek
>> Marczak. Wish I could do it in ICE...
>> Now I'm fighting to have one picture per polygon index :/
>> If someone has something
>>
>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos > > wrote:
>>
>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>
>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos <
>>> probi...@gmail.com> wrote:
>>>
 Hmmm I've done that the other day, but in LightWave... ahaha

 I basically transformed the UV coordinates per polygon based on
 it's index to fit a grid of images. insteading of having separate 
 image
 files.. Can you do it in ICE... dunno, never tried it x)

 Good luck



 On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Hi there,
>
> Imagine I have a collection of 100 pictures, numbered from 0
> to 99.
> I'd like to have one picture applied per polygon of a
> polymesh. (picture0 goes to polygon0, picture1 goes to polygon1, 
> picture2
> goes to polygon2, )
> - How do I set the UVs ?
> - How do I tell the Shader to pick one image according to the
> Polygon ID ?
>
> I can do it with particles, but I would like to do it with
> polygons.
>
> I'm sure someone already did this ...
>
> Thank you !
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com with "unsubscribe" in
> the subject, and reply to confirm.
>



 --



 *--[image:
 

Re: OT: sequence file browser

2016-02-24 Thread Andres Stephens


Yep that one.
Wait... so a sequential number sequence built out of say *.tga and *.jpg 
together as if one sequence? Ooooh.
Wait. Now I see. For also non image related files in sequences
The latest version of djv collapses image sequences as if they are folders like 
SI as far as I know, maybe only of the same file type. well I am on holiday 
now so I can't confirm for you.  But that was what it did from what I last 
remembered.
Adobe Bridge maybe or an Explorer alternative out there.  There are many, 
including free and open source, but the paid ones most likely have that feature.
Or you can (right click in Explorer or go to the view tab - in W8 and onwards) 
"view>group by>name" and then you will have expandable and collapsible named 
sequences directly in Windows. The only downside is it organizes it all 
expanded I think.

 Original message 
From: Fabricio Chamon 
Date: 24/02/2016  10:31  (GMT-05:00)
To: softimage@listproc.autodesk.com
Subject: Re: OT: sequence file browser

this one? http://djv.sourceforge.net/

just tried and it does not collapsed a realflow cache sequence, for
example. I'd like to collapse everything sequence numerated, independent of
file type contents.

2016-02-24 18:21 GMT-03:00 Andres Stephens :

> DJVviewer is one of my personal favorites. Free and open source too.
>
>
>
>
>  Original message 
> From: Fabricio Chamon 
> Date: 24/02/2016 10:10 (GMT-05:00)
> To: softimage@listproc.autodesk.com
> Subject: OT: sequence file browser
>
> Hey guys,
>
> I'm constantly looking for a decent file browser that can handle file
> sequences (read softimage-like collapsed/expanded views), and that works
> for any file format. Its for general file checking only, I don't really
> need to open the sequences...anyone ?
>
> It takes some patience to check for missing files inside huge sequences,
> not big deal but would be a time saver to have a simple browser that works
> like SI for image sequences.
>
> thanks!
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.--
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Re: 1 texture per polygon

2016-02-24 Thread Olivier Jeannel
Do you have a method to do this ?
Right now I'm connecting my 100 textures in a Texture Array Switch. I feel
like in 1984...
I can't believe this was never addressed ...

On Wed, Feb 24, 2016 at 5:04 PM, pedro santos  wrote:

> I don't know what is the project you are working on, but if you are able
> to compromise with just one huge texture, it's doable I think:
> http://screencast.com/t/SDUHtvLdf4P9
>
> Cheers
>
> On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel 
> wrote:
>
>> Concatenate strings maybe. But I'don't know how...
>>
>> On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel 
>> wrote:
>>
>>> I'm around 100 pictures.
>>>
>>> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon 
>>> wrote:
>>>
 yes, but then you are limited to a few images, and it does not scale
 procedurally to hundreds of images for example...but if just a few images
 already do the work, then you can use the multi-color switch I believe.

 2016-02-24 12:22 GMT-03:00 Olivier Jeannel :

> Yes, that's what I'm thinking too.
> Can't we build a "select case" thinguy within the render tree ?
>
> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
> wrote:
>
>> looks like the "Time Source" parameter on the image file nodes does
>> not accept ice attributes on a mesh.
>>
>> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel :
>>
>>> I just solved the uv part, meaning each polygon is now  covering the
>>> hole 0-1 UV Space.
>>> But I'm not sure it helps, I've tried all sort of indices in the
>>> render tree but it's not working.
>>>
>>>
>>> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
>>> wrote:
>>>
 What do you mean you solved the 1 picture per polygon bit?

 In my case you see it's a grid of the images I want. So, it's just
 one file I have to deal with. I don't know how you would do the switch 
 for
 100 pics. For index though can't you just call an ICE Attribute in the
 Render Tree.

 Sorry not being much help. Didn't spent much time in the Render
 Tree.

 Cheers



 On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> I solved the UV with a python script (attached) from  Piotrek
> Marczak. Wish I could do it in ICE...
> Now I'm fighting to have one picture per polygon index :/
> If someone has something
>
> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
> wrote:
>
>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>
>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos > > wrote:
>>
>>> Hmmm I've done that the other day, but in LightWave... ahaha
>>>
>>> I basically transformed the UV coordinates per polygon based on
>>> it's index to fit a grid of images. insteading of having separate 
>>> image
>>> files.. Can you do it in ICE... dunno, never tried it x)
>>>
>>> Good luck
>>>
>>>
>>>
>>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Hi there,

 Imagine I have a collection of 100 pictures, numbered from 0 to
 99.
 I'd like to have one picture applied per polygon of a polymesh.
 (picture0 goes to polygon0, picture1 goes to polygon1, picture2 
 goes to
 polygon2, )
 - How do I set the UVs ?
 - How do I tell the Shader to pick one image according to the
 Polygon ID ?

 I can do it with particles, but I would like to do it with
 polygons.

 I'm sure someone already did this ...

 Thank you !

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to
 softimage-requ...@listproc.autodesk.com with "unsubscribe" in
 the subject, and reply to confirm.

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>> *
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> 

Re: 1 texture per polygon

2016-02-24 Thread pedro santos
I don't know what is the project you are working on, but if you are able to
compromise with just one huge texture, it's doable I think:
http://screencast.com/t/SDUHtvLdf4P9

Cheers

On Wed, Feb 24, 2016 at 3:33 PM, Olivier Jeannel 
wrote:

> Concatenate strings maybe. But I'don't know how...
>
> On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel 
> wrote:
>
>> I'm around 100 pictures.
>>
>> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon 
>> wrote:
>>
>>> yes, but then you are limited to a few images, and it does not scale
>>> procedurally to hundreds of images for example...but if just a few images
>>> already do the work, then you can use the multi-color switch I believe.
>>>
>>> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel :
>>>
 Yes, that's what I'm thinking too.
 Can't we build a "select case" thinguy within the render tree ?

 On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
 wrote:

> looks like the "Time Source" parameter on the image file nodes does
> not accept ice attributes on a mesh.
>
> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel :
>
>> I just solved the uv part, meaning each polygon is now  covering the
>> hole 0-1 UV Space.
>> But I'm not sure it helps, I've tried all sort of indices in the
>> render tree but it's not working.
>>
>>
>> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
>> wrote:
>>
>>> What do you mean you solved the 1 picture per polygon bit?
>>>
>>> In my case you see it's a grid of the images I want. So, it's just
>>> one file I have to deal with. I don't know how you would do the switch 
>>> for
>>> 100 pics. For index though can't you just call an ICE Attribute in the
>>> Render Tree.
>>>
>>> Sorry not being much help. Didn't spent much time in the Render Tree.
>>>
>>> Cheers
>>>
>>>
>>>
>>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 I solved the UV with a python script (attached) from  Piotrek
 Marczak. Wish I could do it in ICE...
 Now I'm fighting to have one picture per polygon index :/
 If someone has something

 On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
 wrote:

> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>
> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
> wrote:
>
>> Hmmm I've done that the other day, but in LightWave... ahaha
>>
>> I basically transformed the UV coordinates per polygon based on
>> it's index to fit a grid of images. insteading of having separate 
>> image
>> files.. Can you do it in ICE... dunno, never tried it x)
>>
>> Good luck
>>
>>
>>
>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> Hi there,
>>>
>>> Imagine I have a collection of 100 pictures, numbered from 0 to
>>> 99.
>>> I'd like to have one picture applied per polygon of a polymesh.
>>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 
>>> goes to
>>> polygon2, )
>>> - How do I set the UVs ?
>>> - How do I tell the Shader to pick one image according to the
>>> Polygon ID ?
>>>
>>> I can do it with particles, but I would like to do it with
>>> polygons.
>>>
>>> I'm sure someone already did this ...
>>>
>>> Thank you !
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in
>>> the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> subject, and reply to confirm.
>


 --
 

RE: OT: sequence file browser

2016-02-24 Thread Derek Jenson
Adobe Bridge (at least CS6) has a feature called 'stacks'. You can stack image 
sequences and they will show up as a single icon with a play control; you can 
even specify the FPS. You can play the stack and expand the stack. A number 
indicates how many items are in the stack. BR doesn't stack automatically (that 
I know of), but searching with wildcards can make grouping painless... you 
might even be able to script the process. Now "decent" file browser can be 
argued :)

Date: Wed, 24 Feb 2016 12:10:09 -0300
Subject: OT: sequence file browser
From: xsiml...@gmail.com
To: softimage@listproc.autodesk.com

Hey guys, 
I'm constantly looking for a decent file browser that can handle file sequences 
(read softimage-like collapsed/expanded views), and that works for any file 
format. Its for general file checking only, I don't really need to open the 
sequences...anyone ?
It takes some patience to check for missing files inside huge sequences, not 
big deal but would be a time saver to have a simple browser that works like SI 
for image sequences.
thanks!

--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm. 
  --
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: 1 texture per polygon

2016-02-24 Thread Olivier Jeannel
Concatenate strings maybe. But I'don't know how...

On Wed, Feb 24, 2016 at 4:29 PM, Olivier Jeannel 
wrote:

> I'm around 100 pictures.
>
> On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon 
> wrote:
>
>> yes, but then you are limited to a few images, and it does not scale
>> procedurally to hundreds of images for example...but if just a few images
>> already do the work, then you can use the multi-color switch I believe.
>>
>> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel :
>>
>>> Yes, that's what I'm thinking too.
>>> Can't we build a "select case" thinguy within the render tree ?
>>>
>>> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
>>> wrote:
>>>
 looks like the "Time Source" parameter on the image file nodes does not
 accept ice attributes on a mesh.

 2016-02-24 12:14 GMT-03:00 Olivier Jeannel :

> I just solved the uv part, meaning each polygon is now  covering the
> hole 0-1 UV Space.
> But I'm not sure it helps, I've tried all sort of indices in the
> render tree but it's not working.
>
>
> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
> wrote:
>
>> What do you mean you solved the 1 picture per polygon bit?
>>
>> In my case you see it's a grid of the images I want. So, it's just
>> one file I have to deal with. I don't know how you would do the switch 
>> for
>> 100 pics. For index though can't you just call an ICE Attribute in the
>> Render Tree.
>>
>> Sorry not being much help. Didn't spent much time in the Render Tree.
>>
>> Cheers
>>
>>
>>
>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> I solved the UV with a python script (attached) from  Piotrek
>>> Marczak. Wish I could do it in ICE...
>>> Now I'm fighting to have one picture per polygon index :/
>>> If someone has something
>>>
>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
>>> wrote:
>>>
 https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

 On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
 wrote:

> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on
> it's index to fit a grid of images. insteading of having separate 
> image
> files.. Can you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Hi there,
>>
>> Imagine I have a collection of 100 pictures, numbered from 0 to
>> 99.
>> I'd like to have one picture applied per polygon of a polymesh.
>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes 
>> to
>> polygon2, )
>> - How do I set the UVs ?
>> - How do I tell the Shader to pick one image according to the
>> Polygon ID ?
>>
>> I can do it with particles, but I would like to do it with
>> polygons.
>>
>> I'm sure someone already did this ...
>>
>> Thank you !
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in
>> the subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>



 --



 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos >>  http://probiner.xyz/ 
 *

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to
 softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
 subject, and reply to confirm.

>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  

Re: 1 texture per polygon

2016-02-24 Thread Fabricio Chamon
yes, but then you are limited to a few images, and it does not scale
procedurally to hundreds of images for example...but if just a few images
already do the work, then you can use the multi-color switch I believe.

2016-02-24 12:22 GMT-03:00 Olivier Jeannel :

> Yes, that's what I'm thinking too.
> Can't we build a "select case" thinguy within the render tree ?
>
> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
> wrote:
>
>> looks like the "Time Source" parameter on the image file nodes does not
>> accept ice attributes on a mesh.
>>
>> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel :
>>
>>> I just solved the uv part, meaning each polygon is now  covering the
>>> hole 0-1 UV Space.
>>> But I'm not sure it helps, I've tried all sort of indices in the render
>>> tree but it's not working.
>>>
>>>
>>> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
>>> wrote:
>>>
 What do you mean you solved the 1 picture per polygon bit?

 In my case you see it's a grid of the images I want. So, it's just one
 file I have to deal with. I don't know how you would do the switch for 100
 pics. For index though can't you just call an ICE Attribute in the Render
 Tree.

 Sorry not being much help. Didn't spent much time in the Render Tree.

 Cheers



 On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> I solved the UV with a python script (attached) from  Piotrek Marczak.
> Wish I could do it in ICE...
> Now I'm fighting to have one picture per polygon index :/
> If someone has something
>
> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
> wrote:
>
>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>
>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
>> wrote:
>>
>>> Hmmm I've done that the other day, but in LightWave... ahaha
>>>
>>> I basically transformed the UV coordinates per polygon based on it's
>>> index to fit a grid of images. insteading of having separate image 
>>> files..
>>> Can you do it in ICE... dunno, never tried it x)
>>>
>>> Good luck
>>>
>>>
>>>
>>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Hi there,

 Imagine I have a collection of 100 pictures, numbered from 0 to 99.
 I'd like to have one picture applied per polygon of a polymesh.
 (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
 polygon2, )
 - How do I set the UVs ?
 - How do I tell the Shader to pick one image according to the
 Polygon ID ?

 I can do it with particles, but I would like to do it with polygons.

 I'm sure someone already did this ...

 Thank you !

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to
 softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
 subject, and reply to confirm.

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>> *
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



 --



 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos >>  http://probiner.xyz/ 
 *

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with 

Re: OT: sequence file browser

2016-02-24 Thread Fabricio Chamon
this one? http://djv.sourceforge.net/

just tried and it does not collapsed a realflow cache sequence, for
example. I'd like to collapse everything sequence numerated, independent of
file type contents.

2016-02-24 18:21 GMT-03:00 Andres Stephens :

> DJVviewer is one of my personal favorites. Free and open source too.
>
>
>
>
>  Original message 
> From: Fabricio Chamon 
> Date: 24/02/2016 10:10 (GMT-05:00)
> To: softimage@listproc.autodesk.com
> Subject: OT: sequence file browser
>
> Hey guys,
>
> I'm constantly looking for a decent file browser that can handle file
> sequences (read softimage-like collapsed/expanded views), and that works
> for any file format. Its for general file checking only, I don't really
> need to open the sequences...anyone ?
>
> It takes some patience to check for missing files inside huge sequences,
> not big deal but would be a time saver to have a simple browser that works
> like SI for image sequences.
>
> thanks!
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: 1 texture per polygon

2016-02-24 Thread Olivier Jeannel
I'm around 100 pictures.

On Wed, Feb 24, 2016 at 4:25 PM, Fabricio Chamon  wrote:

> yes, but then you are limited to a few images, and it does not scale
> procedurally to hundreds of images for example...but if just a few images
> already do the work, then you can use the multi-color switch I believe.
>
> 2016-02-24 12:22 GMT-03:00 Olivier Jeannel :
>
>> Yes, that's what I'm thinking too.
>> Can't we build a "select case" thinguy within the render tree ?
>>
>> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
>> wrote:
>>
>>> looks like the "Time Source" parameter on the image file nodes does not
>>> accept ice attributes on a mesh.
>>>
>>> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel :
>>>
 I just solved the uv part, meaning each polygon is now  covering the
 hole 0-1 UV Space.
 But I'm not sure it helps, I've tried all sort of indices in the render
 tree but it's not working.


 On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
 wrote:

> What do you mean you solved the 1 picture per polygon bit?
>
> In my case you see it's a grid of the images I want. So, it's just one
> file I have to deal with. I don't know how you would do the switch for 100
> pics. For index though can't you just call an ICE Attribute in the Render
> Tree.
>
> Sorry not being much help. Didn't spent much time in the Render Tree.
>
> Cheers
>
>
>
> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> I solved the UV with a python script (attached) from  Piotrek
>> Marczak. Wish I could do it in ICE...
>> Now I'm fighting to have one picture per polygon index :/
>> If someone has something
>>
>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
>> wrote:
>>
>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>
>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
>>> wrote:
>>>
 Hmmm I've done that the other day, but in LightWave... ahaha

 I basically transformed the UV coordinates per polygon based on
 it's index to fit a grid of images. insteading of having separate image
 files.. Can you do it in ICE... dunno, never tried it x)

 Good luck



 On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Hi there,
>
> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
> I'd like to have one picture applied per polygon of a polymesh.
> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes 
> to
> polygon2, )
> - How do I set the UVs ?
> - How do I tell the Shader to pick one image according to the
> Polygon ID ?
>
> I can do it with particles, but I would like to do it with
> polygons.
>
> I'm sure someone already did this ...
>
> Thank you !
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> subject, and reply to confirm.
>



 --



 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos >>  http://probiner.xyz/ 
 *

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>> *
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
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 --
 Softimage Mailing List.

Re: 1 texture per polygon

2016-02-24 Thread Olivier Jeannel
"Color multy switch", but it's suicidal...

On Wed, Feb 24, 2016 at 4:22 PM, Olivier Jeannel 
wrote:

> Yes, that's what I'm thinking too.
> Can't we build a "select case" thinguy within the render tree ?
>
> On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon 
> wrote:
>
>> looks like the "Time Source" parameter on the image file nodes does not
>> accept ice attributes on a mesh.
>>
>> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel :
>>
>>> I just solved the uv part, meaning each polygon is now  covering the
>>> hole 0-1 UV Space.
>>> But I'm not sure it helps, I've tried all sort of indices in the render
>>> tree but it's not working.
>>>
>>>
>>> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos 
>>> wrote:
>>>
 What do you mean you solved the 1 picture per polygon bit?

 In my case you see it's a grid of the images I want. So, it's just one
 file I have to deal with. I don't know how you would do the switch for 100
 pics. For index though can't you just call an ICE Attribute in the Render
 Tree.

 Sorry not being much help. Didn't spent much time in the Render Tree.

 Cheers



 On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> I solved the UV with a python script (attached) from  Piotrek Marczak.
> Wish I could do it in ICE...
> Now I'm fighting to have one picture per polygon index :/
> If someone has something
>
> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
> wrote:
>
>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>
>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
>> wrote:
>>
>>> Hmmm I've done that the other day, but in LightWave... ahaha
>>>
>>> I basically transformed the UV coordinates per polygon based on it's
>>> index to fit a grid of images. insteading of having separate image 
>>> files..
>>> Can you do it in ICE... dunno, never tried it x)
>>>
>>> Good luck
>>>
>>>
>>>
>>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Hi there,

 Imagine I have a collection of 100 pictures, numbered from 0 to 99.
 I'd like to have one picture applied per polygon of a polymesh.
 (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
 polygon2, )
 - How do I set the UVs ?
 - How do I tell the Shader to pick one image according to the
 Polygon ID ?

 I can do it with particles, but I would like to do it with polygons.

 I'm sure someone already did this ...

 Thank you !

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to
 softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
 subject, and reply to confirm.

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>> *
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
> --
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> with "unsubscribe" in the subject, and reply to confirm.
>



 --



 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos >>  http://probiner.xyz/ 
 *

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
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>>
>
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Re: 1 texture per polygon

2016-02-24 Thread Olivier Jeannel
Yes, that's what I'm thinking too.
Can't we build a "select case" thinguy within the render tree ?

On Wed, Feb 24, 2016 at 4:18 PM, Fabricio Chamon  wrote:

> looks like the "Time Source" parameter on the image file nodes does not
> accept ice attributes on a mesh.
>
> 2016-02-24 12:14 GMT-03:00 Olivier Jeannel :
>
>> I just solved the uv part, meaning each polygon is now  covering the hole
>> 0-1 UV Space.
>> But I'm not sure it helps, I've tried all sort of indices in the render
>> tree but it's not working.
>>
>>
>> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos  wrote:
>>
>>> What do you mean you solved the 1 picture per polygon bit?
>>>
>>> In my case you see it's a grid of the images I want. So, it's just one
>>> file I have to deal with. I don't know how you would do the switch for 100
>>> pics. For index though can't you just call an ICE Attribute in the Render
>>> Tree.
>>>
>>> Sorry not being much help. Didn't spent much time in the Render Tree.
>>>
>>> Cheers
>>>
>>>
>>>
>>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel >> > wrote:
>>>
 I solved the UV with a python script (attached) from  Piotrek Marczak.
 Wish I could do it in ICE...
 Now I'm fighting to have one picture per polygon index :/
 If someone has something

 On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
 wrote:

> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>
> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
> wrote:
>
>> Hmmm I've done that the other day, but in LightWave... ahaha
>>
>> I basically transformed the UV coordinates per polygon based on it's
>> index to fit a grid of images. insteading of having separate image 
>> files..
>> Can you do it in ICE... dunno, never tried it x)
>>
>> Good luck
>>
>>
>>
>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> Hi there,
>>>
>>> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>>> I'd like to have one picture applied per polygon of a polymesh.
>>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
>>> polygon2, )
>>> - How do I set the UVs ?
>>> - How do I tell the Shader to pick one image according to the
>>> Polygon ID ?
>>>
>>> I can do it with particles, but I would like to do it with polygons.
>>>
>>> I'm sure someone already did this ...
>>>
>>> Thank you !
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>


 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>> *
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: 1 texture per polygon

2016-02-24 Thread Fabricio Chamon
looks like the "Time Source" parameter on the image file nodes does not
accept ice attributes on a mesh.

2016-02-24 12:14 GMT-03:00 Olivier Jeannel :

> I just solved the uv part, meaning each polygon is now  covering the hole
> 0-1 UV Space.
> But I'm not sure it helps, I've tried all sort of indices in the render
> tree but it's not working.
>
>
> On Wed, Feb 24, 2016 at 4:01 PM, pedro santos  wrote:
>
>> What do you mean you solved the 1 picture per polygon bit?
>>
>> In my case you see it's a grid of the images I want. So, it's just one
>> file I have to deal with. I don't know how you would do the switch for 100
>> pics. For index though can't you just call an ICE Attribute in the Render
>> Tree.
>>
>> Sorry not being much help. Didn't spent much time in the Render Tree.
>>
>> Cheers
>>
>>
>>
>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel 
>> wrote:
>>
>>> I solved the UV with a python script (attached) from  Piotrek Marczak.
>>> Wish I could do it in ICE...
>>> Now I'm fighting to have one picture per polygon index :/
>>> If someone has something
>>>
>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
>>> wrote:
>>>
 https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

 On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
 wrote:

> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on it's
> index to fit a grid of images. insteading of having separate image files..
> Can you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Hi there,
>>
>> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>> I'd like to have one picture applied per polygon of a polymesh.
>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
>> polygon2, )
>> - How do I set the UVs ?
>> - How do I tell the Shader to pick one image according to the Polygon
>> ID ?
>>
>> I can do it with particles, but I would like to do it with polygons.
>>
>> I'm sure someone already did this ...
>>
>> Thank you !
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>



 --



 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos >>  http://probiner.xyz/ 
 *

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> *--[image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>> *
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
> --
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Re: 1 texture per polygon

2016-02-24 Thread Olivier Jeannel
I just solved the uv part, meaning each polygon is now  covering the hole
0-1 UV Space.
But I'm not sure it helps, I've tried all sort of indices in the render
tree but it's not working.


On Wed, Feb 24, 2016 at 4:01 PM, pedro santos  wrote:

> What do you mean you solved the 1 picture per polygon bit?
>
> In my case you see it's a grid of the images I want. So, it's just one
> file I have to deal with. I don't know how you would do the switch for 100
> pics. For index though can't you just call an ICE Attribute in the Render
> Tree.
>
> Sorry not being much help. Didn't spent much time in the Render Tree.
>
> Cheers
>
>
>
> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel 
> wrote:
>
>> I solved the UV with a python script (attached) from  Piotrek Marczak.
>> Wish I could do it in ICE...
>> Now I'm fighting to have one picture per polygon index :/
>> If someone has something
>>
>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos  wrote:
>>
>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>
>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
>>> wrote:
>>>
 Hmmm I've done that the other day, but in LightWave... ahaha

 I basically transformed the UV coordinates per polygon based on it's
 index to fit a grid of images. insteading of having separate image files..
 Can you do it in ICE... dunno, never tried it x)

 Good luck



 On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Hi there,
>
> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
> I'd like to have one picture applied per polygon of a polymesh.
> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
> polygon2, )
> - How do I set the UVs ?
> - How do I tell the Shader to pick one image according to the Polygon
> ID ?
>
> I can do it with particles, but I would like to do it with polygons.
>
> I'm sure someone already did this ...
>
> Thank you !
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



 --



 *--[image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
 Alpiarça dos Santos >>  http://probiner.xyz/ 
 *

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> *--[image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
>>> Alpiarça dos Santos >>  http://probiner.xyz/ 
>>> *
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
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Re: OT: sequence file browser

2016-02-24 Thread Andres Stephens


DJVviewer is one of my personal favorites. Free and open source too.



 Original message 
From: Fabricio Chamon 
Date: 24/02/2016  10:10  (GMT-05:00)
To: softimage@listproc.autodesk.com
Subject: OT: sequence file browser

Hey guys,

I'm constantly looking for a decent file browser that can handle file
sequences (read softimage-like collapsed/expanded views), and that works
for any file format. Its for general file checking only, I don't really
need to open the sequences...anyone ?

It takes some patience to check for missing files inside huge sequences,
not big deal but would be a time saver to have a simple browser that works
like SI for image sequences.

thanks!
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OT: sequence file browser

2016-02-24 Thread Fabricio Chamon
Hey guys,

I'm constantly looking for a decent file browser that can handle file
sequences (read softimage-like collapsed/expanded views), and that works
for any file format. Its for general file checking only, I don't really
need to open the sequences...anyone ?

It takes some patience to check for missing files inside huge sequences,
not big deal but would be a time saver to have a simple browser that works
like SI for image sequences.

thanks!
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: 1 texture per polygon

2016-02-24 Thread pedro santos
Hmmm I've done that the other day, but in LightWave... ahaha

I basically transformed the UV coordinates per polygon based on it's index
to fit a grid of images. insteading of having separate image files.. Can
you do it in ICE... dunno, never tried it x)

Good luck



On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel 
wrote:

> Hi there,
>
> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
> I'd like to have one picture applied per polygon of a polymesh. (picture0
> goes to polygon0, picture1 goes to polygon1, picture2 goes to polygon2, )
> - How do I set the UVs ?
> - How do I tell the Shader to pick one image according to the Polygon ID ?
>
> I can do it with particles, but I would like to do it with polygons.
>
> I'm sure someone already did this ...
>
> Thank you !
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



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*--[image:
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Re: 1 texture per polygon

2016-02-24 Thread pedro santos
https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

On Wed, Feb 24, 2016 at 2:47 PM, pedro santos  wrote:

> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on it's index
> to fit a grid of images. insteading of having separate image files.. Can
> you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel 
> wrote:
>
>> Hi there,
>>
>> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>> I'd like to have one picture applied per polygon of a polymesh. (picture0
>> goes to polygon0, picture1 goes to polygon1, picture2 goes to polygon2, )
>> - How do I set the UVs ?
>> - How do I tell the Shader to pick one image according to the Polygon ID ?
>>
>> I can do it with particles, but I would like to do it with polygons.
>>
>> I'm sure someone already did this ...
>>
>> Thank you !
>>
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>
>
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> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>



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*--[image:
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Alpiarça dos Santos >>  http://probiner.xyz/ 
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