Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
yes I tried converting to poly before the fuse node, nothing changed.

But as I'm now commited to the beforementioned workflow things are sort of
flowing.

Thanks for the tips anyway! Will surelyl remember that for the next time.

2016-12-06 17:59 GMT-02:00 Nono :

> Maybe you can't fuse because of polysoup or packedgeo, did you try a
> convert node (to poly) or an unpack before fusing ?
>
> Be carefull with fuse thought if you fuse your surely have to do that in a
> loop (just use the piece attribute) to prevent fusing pieces together.
>
> Cheers
>
> On 6 December 2016 at 16:32, Fabricio Chamon  wrote:
>
>> thanks Christopher! I tried using divide + the scale/rescale stuff...even
>> so I'm still not getting 100% reliable results as you noted.
>>
>> On top of that there are many issues with alembic importer in
>> softimage It is buggy and hangs/crashes randomly (with the fractured
>> meshes coming houdini I have to say...didn't have any troubles like that in
>> other scenarios)
>>
>> Ok. so here is an overview in case anybody else needs to transfer houdini
>> fractures back to softimage:
>>
>> - .obj always import ok (doesn't crash), but internal faces are always
>> disconnected
>> - .abc imported through built-in importer sort of works (a progress bar
>> hangs at viewport, I have to click cancel, but everything is there). Welded
>> faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, it
>> introduces all kinds of wierdnessess in the scene, so totally not
>> recomended.
>> - .abc imported through exocortex crate works reliably (doesn't crash, no
>> buggy behaviors). Welded faces, BUT no UVs (well it comes with a strange UV
>> that is not usable). Retains inside/outside groups from houdini (stored as
>> clusters) which is a big plus
>>
>> So in the end the "easiest" way I found to transfer these meshes is to
>> export data as alembic through the ROP Alembic Output node (ogawa or
>> whatever, does not really matter), then import into soft with crate and
>> finally transfer the UVs using gator. (yeah terrible for dense meshes).
>>
>>
>>
>> 2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
>> christopher.crou...@gmail.com>:
>>
>>> For information, I also had issues with the Voronoi SOP creating a
>>> suboptimal mesh output (disconnected points here and there) and found that
>>> the scale of the object can greatly influence the quality of the fracture.
>>> So just crank up the scale to reach a bounding box of around 100-1000 units
>>> (don't go too high or this might cause floating-point issues), apply the
>>> Voronoi SOP, and revert the scale back. Another helpful thing to do, as
>>> recommended by SESI, is to avoid an input geometry with non-planar faces by
>>> inserting a Divide SOP before the fracture.
>>>
>>> Well, even with these 2 tips it still might not work depending on the
>>> input geometry.
>>>
>>>
>>> On 6 December 2016 at 21:29, Fabricio Chamon  wrote:
>>>
 ok solved exporting through a ROP node instead of file node. Now
 alembic imports fine and all faces are good. =)

 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :

> Well, unfortunatelly soft crashes everytime I try to import this
> alembic mesh from houdini... so I went for objs.
>
> And I'm afraid I can't merge them in Soft because a) it will take
> quite some time as the whole geo is dense and b) I'd have to leave a gap
> between the pieces or else any adjacent pieces would get merged 
> together...
> and I want them to be single pieces.
>
> is that an export thing ? Because it works nicely inside houdini...
>
> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>
>> hi, i had the same issue, exported simulation from houdini to maya
>> with alembic, i just merged vertices in maya
>>
>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>>
>>> Hey gang,
>>>
>>> I'm doing a voronoi shatter in houdini and want to bring the result
>>> back into softimage (exporting .obj to Soft 2015 SP2). The outside 
>>> pieces
>>> are disconected from the inside pieces, like this:
>>>
>>> [image: Imagem inline 1]
>>>
>>> I'm pretty sure it's me doing something wrong in houdini... My setup
>>> is really simple: Import alembic mesh > vdb from polys > scatter > 
>>> voronoi
>>> with those points. Already tried to mess with all the voronoi parameters
>>> and add a fuse node at the very end just before exporting. But I can't 
>>> find
>>> a way to have the outside/inside faces merged for each piece.
>>>
>>> any hints?
>>>
>>> Thank you
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>>> odesk.com with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>> --

Softimage EOL 2017 - The chronicles of a giant (documentary)

2016-12-06 Thread Pierre Schiller
Hi. Has anyone started any documentary on how AD hit our jobs (increasing
an already bad economic year)?
Has anyone documented how bad our calm and helping attitude built out of
years of trust and confidence, suddenly wrecked nerves to learn another
clumsy-patched-to-death-with-more-bad code?

Maybe we should consider those points ann...what other points, to start out
the documentary?


Thanks
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Nono
Maybe you can't fuse because of polysoup or packedgeo, did you try a
convert node (to poly) or an unpack before fusing ?

Be carefull with fuse thought if you fuse your surely have to do that in a
loop (just use the piece attribute) to prevent fusing pieces together.

Cheers

On 6 December 2016 at 16:32, Fabricio Chamon  wrote:

> thanks Christopher! I tried using divide + the scale/rescale stuff...even
> so I'm still not getting 100% reliable results as you noted.
>
> On top of that there are many issues with alembic importer in
> softimage It is buggy and hangs/crashes randomly (with the fractured
> meshes coming houdini I have to say...didn't have any troubles like that in
> other scenarios)
>
> Ok. so here is an overview in case anybody else needs to transfer houdini
> fractures back to softimage:
>
> - .obj always import ok (doesn't crash), but internal faces are always
> disconnected
> - .abc imported through built-in importer sort of works (a progress bar
> hangs at viewport, I have to click cancel, but everything is there). Welded
> faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, it
> introduces all kinds of wierdnessess in the scene, so totally not
> recomended.
> - .abc imported through exocortex crate works reliably (doesn't crash, no
> buggy behaviors). Welded faces, BUT no UVs (well it comes with a strange UV
> that is not usable). Retains inside/outside groups from houdini (stored as
> clusters) which is a big plus
>
> So in the end the "easiest" way I found to transfer these meshes is to
> export data as alembic through the ROP Alembic Output node (ogawa or
> whatever, does not really matter), then import into soft with crate and
> finally transfer the UVs using gator. (yeah terrible for dense meshes).
>
>
>
> 2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
> christopher.crou...@gmail.com>:
>
>> For information, I also had issues with the Voronoi SOP creating a
>> suboptimal mesh output (disconnected points here and there) and found that
>> the scale of the object can greatly influence the quality of the fracture.
>> So just crank up the scale to reach a bounding box of around 100-1000 units
>> (don't go too high or this might cause floating-point issues), apply the
>> Voronoi SOP, and revert the scale back. Another helpful thing to do, as
>> recommended by SESI, is to avoid an input geometry with non-planar faces by
>> inserting a Divide SOP before the fracture.
>>
>> Well, even with these 2 tips it still might not work depending on the
>> input geometry.
>>
>>
>> On 6 December 2016 at 21:29, Fabricio Chamon  wrote:
>>
>>> ok solved exporting through a ROP node instead of file node. Now alembic
>>> imports fine and all faces are good. =)
>>>
>>> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :
>>>
 Well, unfortunatelly soft crashes everytime I try to import this
 alembic mesh from houdini... so I went for objs.

 And I'm afraid I can't merge them in Soft because a) it will take quite
 some time as the whole geo is dense and b) I'd have to leave a gap between
 the pieces or else any adjacent pieces would get merged together... and I
 want them to be single pieces.

 is that an export thing ? Because it works nicely inside houdini...

 2016-12-06 12:07 GMT-02:00 nikaragua86 :

> hi, i had the same issue, exported simulation from houdini to maya
> with alembic, i just merged vertices in maya
>
> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>
>> Hey gang,
>>
>> I'm doing a voronoi shatter in houdini and want to bring the result
>> back into softimage (exporting .obj to Soft 2015 SP2). The outside pieces
>> are disconected from the inside pieces, like this:
>>
>> [image: Imagem inline 1]
>>
>> I'm pretty sure it's me doing something wrong in houdini... My setup
>> is really simple: Import alembic mesh > vdb from polys > scatter > 
>> voronoi
>> with those points. Already tried to mess with all the voronoi parameters
>> and add a fuse node at the very end just before exporting. But I can't 
>> find
>> a way to have the outside/inside faces merged for each piece.
>>
>> any hints?
>>
>> Thank you
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.aut
>> odesk.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 "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>> Christopher Crouzet
>> 

Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
thanks Christopher! I tried using divide + the scale/rescale stuff...even
so I'm still not getting 100% reliable results as you noted.

On top of that there are many issues with alembic importer in softimage
It is buggy and hangs/crashes randomly (with the fractured meshes coming
houdini I have to say...didn't have any troubles like that in other
scenarios)

Ok. so here is an overview in case anybody else needs to transfer houdini
fractures back to softimage:

- .obj always import ok (doesn't crash), but internal faces are always
disconnected
- .abc imported through built-in importer sort of works (a progress bar
hangs at viewport, I have to click cancel, but everything is there). Welded
faces, which is nice, BUT messed up (stretched) UVs in some spots. Also, it
introduces all kinds of wierdnessess in the scene, so totally not
recomended.
- .abc imported through exocortex crate works reliably (doesn't crash, no
buggy behaviors). Welded faces, BUT no UVs (well it comes with a strange UV
that is not usable). Retains inside/outside groups from houdini (stored as
clusters) which is a big plus

So in the end the "easiest" way I found to transfer these meshes is to
export data as alembic through the ROP Alembic Output node (ogawa or
whatever, does not really matter), then import into soft with crate and
finally transfer the UVs using gator. (yeah terrible for dense meshes).



2016-12-06 12:36 GMT-02:00 Christopher Crouzet <
christopher.crou...@gmail.com>:

> For information, I also had issues with the Voronoi SOP creating a
> suboptimal mesh output (disconnected points here and there) and found that
> the scale of the object can greatly influence the quality of the fracture.
> So just crank up the scale to reach a bounding box of around 100-1000 units
> (don't go too high or this might cause floating-point issues), apply the
> Voronoi SOP, and revert the scale back. Another helpful thing to do, as
> recommended by SESI, is to avoid an input geometry with non-planar faces by
> inserting a Divide SOP before the fracture.
>
> Well, even with these 2 tips it still might not work depending on the
> input geometry.
>
>
> On 6 December 2016 at 21:29, Fabricio Chamon  wrote:
>
>> ok solved exporting through a ROP node instead of file node. Now alembic
>> imports fine and all faces are good. =)
>>
>> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :
>>
>>> Well, unfortunatelly soft crashes everytime I try to import this alembic
>>> mesh from houdini... so I went for objs.
>>>
>>> And I'm afraid I can't merge them in Soft because a) it will take quite
>>> some time as the whole geo is dense and b) I'd have to leave a gap between
>>> the pieces or else any adjacent pieces would get merged together... and I
>>> want them to be single pieces.
>>>
>>> is that an export thing ? Because it works nicely inside houdini...
>>>
>>> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>>>
 hi, i had the same issue, exported simulation from houdini to maya with
 alembic, i just merged vertices in maya

 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :

> Hey gang,
>
> I'm doing a voronoi shatter in houdini and want to bring the result
> back into softimage (exporting .obj to Soft 2015 SP2). The outside pieces
> are disconected from the inside pieces, like this:
>
> [image: Imagem inline 1]
>
> I'm pretty sure it's me doing something wrong in houdini... My setup
> is really simple: Import alembic mesh > vdb from polys > scatter > voronoi
> with those points. Already tried to mess with all the voronoi parameters
> and add a fuse node at the very end just before exporting. But I can't 
> find
> a way to have the outside/inside faces merged for each piece.
>
> any hints?
>
> 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.
>


 --
 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.
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
> --
> 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: Maya Help (Legacy Particles)

2016-12-06 Thread Ben Beckett
Thank you Ben

On 6 December 2016 at 15:06, Ben Barker  wrote:

> It's been awhile for me but I believe you can use a per-particle age
> attribute, (agePP maybe?) to check the age of the particle in your
> expression.
>
> From there you can do a few things to apply the force. You could manually
> read/add the force inside the runtime expression rather than connecting the
> force. You could simply add velocity purely in the expression (ease of this
> depends on the force you want to emulate). Or Maya also has this somewhat
> dirty feature where if you give the particle a PP attribute with the
> correct name it will allow you to control field magnitude inside the
> expression on a PP basis:
>
> https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/
> cloudhelp/2017/ENU/Maya/files/GUID-CFEFD7A0-0236-4CE9-8C71-
> B7A94C7C1E7D-htm.html
>
>
> On Tue, Dec 6, 2016 at 9:08 AM, Ben Beckett  wrote:
>
>> I would love to do it in ice but if I leave no one can fix it, not that
>> any one can use Maya particles there any way!
>>
>> On 6 December 2016 at 13:17, Rob Wuijster  wrote:
>>
>>> Just do it in ICE, and forget about the Maya legacy stuff. It's a
>>> unworkable system, keen on afflicting massive headaches..
>>>
>>> Or just grab Houdini ;-)
>>>
>>> Rob
>>>
>>> \/-\/\/
>>>
>>> On 6-12-2016 14:03, Ben Beckett wrote:
>>>
>>> Hi all
>>>
>>> Easy to do in ice and any other software, but particles in Maya is nuts.
>>>
>>> All I want to do is birth spheres from a objects surface (easy), But
>>> then have them grow a bit (scale up) and then on a "per particle basis"
>>> when they get to a certain size move away from there position of birth with
>>> a force.
>>>
>>> In ice I would of done it with a state machine, any thing like that in
>>> maya.
>>>
>>> Its like a alka seltzer effects.
>>>
>>> Any help would be great!
>>>
>>> Thanks
>>> Ben
>>>
>>>
>>> --
>>> 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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>>> 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: Maya Help (Legacy Particles)

2016-12-06 Thread Ben Barker
It's been awhile for me but I believe you can use a per-particle age
attribute, (agePP maybe?) to check the age of the particle in your
expression.

>From there you can do a few things to apply the force. You could manually
read/add the force inside the runtime expression rather than connecting the
force. You could simply add velocity purely in the expression (ease of this
depends on the force you want to emulate). Or Maya also has this somewhat
dirty feature where if you give the particle a PP attribute with the
correct name it will allow you to control field magnitude inside the
expression on a PP basis:

https://knowledge.autodesk.com/support/maya/learn-explore/caas/CloudHelp/cloudhelp/2017/ENU/Maya/files/GUID-CFEFD7A0-0236-4CE9-8C71-B7A94C7C1E7D-htm.html


On Tue, Dec 6, 2016 at 9:08 AM, Ben Beckett  wrote:

> I would love to do it in ice but if I leave no one can fix it, not that
> any one can use Maya particles there any way!
>
> On 6 December 2016 at 13:17, Rob Wuijster  wrote:
>
>> Just do it in ICE, and forget about the Maya legacy stuff. It's a
>> unworkable system, keen on afflicting massive headaches..
>>
>> Or just grab Houdini ;-)
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 6-12-2016 14:03, Ben Beckett wrote:
>>
>> Hi all
>>
>> Easy to do in ice and any other software, but particles in Maya is nuts.
>>
>> All I want to do is birth spheres from a objects surface (easy), But then
>> have them grow a bit (scale up) and then on a "per particle basis" when
>> they get to a certain size move away from there position of birth with a
>> force.
>>
>> In ice I would of done it with a state machine, any thing like that in
>> maya.
>>
>> Its like a alka seltzer effects.
>>
>> Any help would be great!
>>
>> Thanks
>> Ben
>>
>>
>> --
>> 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: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
ok solved exporting through a ROP node instead of file node. Now alembic
imports fine and all faces are good. =)

2016-12-06 12:15 GMT-02:00 Fabricio Chamon :

> Well, unfortunatelly soft crashes everytime I try to import this alembic
> mesh from houdini... so I went for objs.
>
> And I'm afraid I can't merge them in Soft because a) it will take quite
> some time as the whole geo is dense and b) I'd have to leave a gap between
> the pieces or else any adjacent pieces would get merged together... and I
> want them to be single pieces.
>
> is that an export thing ? Because it works nicely inside houdini...
>
> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>
>> hi, i had the same issue, exported simulation from houdini to maya with
>> alembic, i just merged vertices in maya
>>
>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>>
>>> Hey gang,
>>>
>>> I'm doing a voronoi shatter in houdini and want to bring the result back
>>> into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
>>> disconected from the inside pieces, like this:
>>>
>>> [image: Imagem inline 1]
>>>
>>> I'm pretty sure it's me doing something wrong in houdini... My setup is
>>> really simple: Import alembic mesh > vdb from polys > scatter > voronoi
>>> with those points. Already tried to mess with all the voronoi parameters
>>> and add a fuse node at the very end just before exporting. But I can't find
>>> a way to have the outside/inside faces merged for each piece.
>>>
>>> any hints?
>>>
>>> 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.
>>>
>>
>>
>> --
>> 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: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Christopher Crouzet
For information, I also had issues with the Voronoi SOP creating a
suboptimal mesh output (disconnected points here and there) and found that
the scale of the object can greatly influence the quality of the fracture.
So just crank up the scale to reach a bounding box of around 100-1000 units
(don't go too high or this might cause floating-point issues), apply the
Voronoi SOP, and revert the scale back. Another helpful thing to do, as
recommended by SESI, is to avoid an input geometry with non-planar faces by
inserting a Divide SOP before the fracture.

Well, even with these 2 tips it still might not work depending on the input
geometry.


On 6 December 2016 at 21:29, Fabricio Chamon  wrote:

> ok solved exporting through a ROP node instead of file node. Now alembic
> imports fine and all faces are good. =)
>
> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :
>
>> Well, unfortunatelly soft crashes everytime I try to import this alembic
>> mesh from houdini... so I went for objs.
>>
>> And I'm afraid I can't merge them in Soft because a) it will take quite
>> some time as the whole geo is dense and b) I'd have to leave a gap between
>> the pieces or else any adjacent pieces would get merged together... and I
>> want them to be single pieces.
>>
>> is that an export thing ? Because it works nicely inside houdini...
>>
>> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>>
>>> hi, i had the same issue, exported simulation from houdini to maya with
>>> alembic, i just merged vertices in maya
>>>
>>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>>>
 Hey gang,

 I'm doing a voronoi shatter in houdini and want to bring the result
 back into softimage (exporting .obj to Soft 2015 SP2). The outside pieces
 are disconected from the inside pieces, like this:

 [image: Imagem inline 1]

 I'm pretty sure it's me doing something wrong in houdini... My setup is
 really simple: Import alembic mesh > vdb from polys > scatter > voronoi
 with those points. Already tried to mess with all the voronoi parameters
 and add a fuse node at the very end just before exporting. But I can't find
 a way to have the outside/inside faces merged for each piece.

 any hints?

 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.

>>>
>>>
>>> --
>>> 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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*http://christophercrouzet.com* 
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread nikaragua86
good, i will notice

2016-12-06 17:29 GMT+03:00 Fabricio Chamon :

> ok solved exporting through a ROP node instead of file node. Now alembic
> imports fine and all faces are good. =)
>
> 2016-12-06 12:15 GMT-02:00 Fabricio Chamon :
>
>> Well, unfortunatelly soft crashes everytime I try to import this alembic
>> mesh from houdini... so I went for objs.
>>
>> And I'm afraid I can't merge them in Soft because a) it will take quite
>> some time as the whole geo is dense and b) I'd have to leave a gap between
>> the pieces or else any adjacent pieces would get merged together... and I
>> want them to be single pieces.
>>
>> is that an export thing ? Because it works nicely inside houdini...
>>
>> 2016-12-06 12:07 GMT-02:00 nikaragua86 :
>>
>>> hi, i had the same issue, exported simulation from houdini to maya with
>>> alembic, i just merged vertices in maya
>>>
>>> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>>>
 Hey gang,

 I'm doing a voronoi shatter in houdini and want to bring the result
 back into softimage (exporting .obj to Soft 2015 SP2). The outside pieces
 are disconected from the inside pieces, like this:

 [image: Imagem inline 1]

 I'm pretty sure it's me doing something wrong in houdini... My setup is
 really simple: Import alembic mesh > vdb from polys > scatter > voronoi
 with those points. Already tried to mess with all the voronoi parameters
 and add a fuse node at the very end just before exporting. But I can't find
 a way to have the outside/inside faces merged for each piece.

 any hints?

 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.

>>>
>>>
>>> --
>>> Softimage Mailing List.
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>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
Well, unfortunatelly soft crashes everytime I try to import this alembic
mesh from houdini... so I went for objs.

And I'm afraid I can't merge them in Soft because a) it will take quite
some time as the whole geo is dense and b) I'd have to leave a gap between
the pieces or else any adjacent pieces would get merged together... and I
want them to be single pieces.

is that an export thing ? Because it works nicely inside houdini...

2016-12-06 12:07 GMT-02:00 nikaragua86 :

> hi, i had the same issue, exported simulation from houdini to maya with
> alembic, i just merged vertices in maya
>
> 2016-12-06 17:00 GMT+03:00 Fabricio Chamon :
>
>> Hey gang,
>>
>> I'm doing a voronoi shatter in houdini and want to bring the result back
>> into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
>> disconected from the inside pieces, like this:
>>
>> [image: Imagem inline 1]
>>
>> I'm pretty sure it's me doing something wrong in houdini... My setup is
>> really simple: Import alembic mesh > vdb from polys > scatter > voronoi
>> with those points. Already tried to mess with all the voronoi parameters
>> and add a fuse node at the very end just before exporting. But I can't find
>> a way to have the outside/inside faces merged for each piece.
>>
>> any hints?
>>
>> 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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Re: Maya Help (Legacy Particles)

2016-12-06 Thread Ben Beckett
I would love to do it in ice but if I leave no one can fix it, not that any
one can use Maya particles there any way!

On 6 December 2016 at 13:17, Rob Wuijster  wrote:

> Just do it in ICE, and forget about the Maya legacy stuff. It's a
> unworkable system, keen on afflicting massive headaches..
>
> Or just grab Houdini ;-)
>
>
> Rob
>
> \/-\/\/
>
> On 6-12-2016 14:03, Ben Beckett wrote:
>
> Hi all
>
> Easy to do in ice and any other software, but particles in Maya is nuts.
>
> All I want to do is birth spheres from a objects surface (easy), But then
> have them grow a bit (scale up) and then on a "per particle basis" when
> they get to a certain size move away from there position of birth with a
> force.
>
> In ice I would of done it with a state machine, any thing like that in
> maya.
>
> Its like a alka seltzer effects.
>
> Any help would be great!
>
> Thanks
> Ben
>
>
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Re: Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread nikaragua86
hi, i had the same issue, exported simulation from houdini to maya with
alembic, i just merged vertices in maya

2016-12-06 17:00 GMT+03:00 Fabricio Chamon :

> Hey gang,
>
> I'm doing a voronoi shatter in houdini and want to bring the result back
> into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
> disconected from the inside pieces, like this:
>
> [image: Imagem inline 1]
>
> I'm pretty sure it's me doing something wrong in houdini... My setup is
> really simple: Import alembic mesh > vdb from polys > scatter > voronoi
> with those points. Already tried to mess with all the voronoi parameters
> and add a fuse node at the very end just before exporting. But I can't find
> a way to have the outside/inside faces merged for each piece.
>
> any hints?
>
> 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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Houdini voronoi to Soft - disconnected faces?

2016-12-06 Thread Fabricio Chamon
Hey gang,

I'm doing a voronoi shatter in houdini and want to bring the result back
into softimage (exporting .obj to Soft 2015 SP2). The outside pieces are
disconected from the inside pieces, like this:

[image: Imagem inline 1]

I'm pretty sure it's me doing something wrong in houdini... My setup is
really simple: Import alembic mesh > vdb from polys > scatter > voronoi
with those points. Already tried to mess with all the voronoi parameters
and add a fuse node at the very end just before exporting. But I can't find
a way to have the outside/inside faces merged for each piece.

any hints?

Thank you
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Re: Maya Help (Legacy Particles)

2016-12-06 Thread Rob Wuijster
Just do it in ICE, and forget about the Maya legacy stuff. It's a 
unworkable system, keen on afflicting massive headaches..


Or just grab Houdini ;-)


Rob

\/-\/\/

On 6-12-2016 14:03, Ben Beckett wrote:

Hi all

Easy to do in ice and any other software, but particles in Maya is nuts.

All I want to do is birth spheres from a objects surface (easy), But 
then have them grow a bit (scale up) and then on a "per particle 
basis" when they get to a certain size move away from there position 
of birth with a force.


In ice I would of done it with a state machine, any thing like that in 
maya.


Its like a alka seltzer effects.

Any help would be great!

Thanks
Ben


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Maya Help (Legacy Particles)

2016-12-06 Thread Ben Beckett
Hi all

Easy to do in ice and any other software, but particles in Maya is nuts.

All I want to do is birth spheres from a objects surface (easy), But then
have them grow a bit (scale up) and then on a "per particle basis" when
they get to a certain size move away from there position of birth with a
force.

In ice I would of done it with a state machine, any thing like that in maya.

Its like a alka seltzer effects.

Any help would be great!

Thanks
Ben
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