Re: thickness - avoiding self intersections

2016-12-12 Thread Jonathan Moore
>
> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
> -Ronald


Interesting. Meshmixer works in a similar manner to the VDB tools in
Houdini (it's solidifying and hollowing tools are based on voxels).

I can see how it's useful for it's designed purpose in 3d printing but it
will be interesting to throw some lower poly stuff at it and see how much
of the topology survives the process.

On 12 December 2016 at 15:41, toonafish  wrote:

> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
> -Ronald
>
>
>
> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>
> ...well and minutes after writing the e-mail I found a really reliable
> solution in houdini, that is messing with vdb to smooth the internal part.
> The vdbsmooth op retains the nice sharp corners while reducing
> intersections, that is exactly what I want! The only problem is how to
> merge both parts back while mantaining UVs. Houdini is giving me this
> warning: *"A mis-match of attributes on the inputs was detected. Some of
> the attribute values may not be initialized to expected values, i.e.: name,
> path, N, uv."*
>
> Of course this is me not handling the attribute transfer correctly, so any
> help is much appreciated! =)
>
> Tree and results:
>
> 
>
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>
>> Hey everybody,
>>
>> what are your choices when it comes to thickness/solidify (or whatever
>> you call it) geometry?
>> What software/operator or plugin you find most reliable to ouput a good
>> geo?
>>
>> I'm doing some fracture work lately, and I've always had problems to
>> solidify complex geometry (with varying thickness/sharp angles and
>> corners/etc). It ends up self-intersecting the inside part, which obviusly
>> causes problems when you have to shatter later on.
>>
>> Here's a good example, this is a corner piece from a rubiks cube (left
>> original, right solidified, bottom isolated internal result geo):
>>
>> 
>>
>> I've tried some options like:
>>
>> - apply the operator, then select the internal part and relax/smooth the
>> geo (not ideal, since it starts to degrade the original shape, to the point
>> it starts creating some internal/external intersections in some areas)
>>
>> - using blender, that has a nice feature on its thickness operator called
>> "clamp". It is exaclty what I need, but it's limited and does not work good
>> in this piece for some reason.
>>
>> I'm sure there are more smart options out there...maybe a vdb stuff for
>> the internal part, then converting it back to geo, but I'm out of ideas
>> right now.
>>
>> How would you approach this ? (mesh is attached, in case someone wants to
>> give it a shot).
>>
>> Thanks a lot guys!
>>
>
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Re: thickness - avoiding self intersections

2016-12-12 Thread Cristobal Infante
Once you use vdb, than all the uv data is gone so as Christopher is saying
you must attribute
Transfer those uv back to your new
Mesh. Depending how much your topology changed this operation will work
nicely or not.

Send me a hip file if you want :)

On Mon, 12 Dec 2016 at 15:57, Jonathan Moore 
wrote:

> I find QuickThickness (on rray) to be pretty reliable.
>
>
>
> You'll need to flip the normals on the inside surface but it avoids self
> intersections and remains parallel (as long as you're not adding too much
> thickness for the topological layout of the points).
>
> http://traypen.com/rr/bak/eistan/quickThickness_v1.6.xsiaddon
>
> On 12 December 2016 at 15:50, Christopher Crouzet <
> christopher.crou...@gmail.com> wrote:
>
> Have you tried using `AttribTransfer SOP` to transfer the UVs from the
> original mesh onto the output of the node 'polyreduce1', and then merging?
>
>
> On 12 December 2016 at 22:41, toonafish  wrote:
>
> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
>
>
> -Ronald
>
>
>
>
>
>
>
> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>
> ...well and minutes after writing the e-mail I found a really reliable
> solution in houdini, that is messing with vdb to smooth the internal part.
> The vdbsmooth op retains the nice sharp corners while reducing
> intersections, that is exactly what I want! The only problem is how to
> merge both parts back while mantaining UVs. Houdini is giving me this
> warning: *"A mis-match of attributes on the inputs was detected. Some of
> the attribute values may not be initialized to expected values, i.e.: name,
> path, N, uv."*
>
> Of course this is me not handling the attribute transfer correctly, so any
> help is much appreciated! =)
>
> Tree and results:
>
> 
>
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>
> Hey everybody,
>
> what are your choices when it comes to thickness/solidify (or whatever you
> call it) geometry?
> What software/operator or plugin you find most reliable to ouput a good
> geo?
>
> I'm doing some fracture work lately, and I've always had problems to
> solidify complex geometry (with varying thickness/sharp angles and
> corners/etc). It ends up self-intersecting the inside part, which obviusly
> causes problems when you have to shatter later on.
>
> Here's a good example, this is a corner piece from a rubiks cube (left
> original, right solidified, bottom isolated internal result geo):
>
> 
>
> I've tried some options like:
>
> - apply the operator, then select the internal part and relax/smooth the
> geo (not ideal, since it starts to degrade the original shape, to the point
> it starts creating some internal/external intersections in some areas)
>
> - using blender, that has a nice feature on its thickness operator called
> "clamp". It is exaclty what I need, but it's limited and does not work good
> in this piece for some reason.
>
> I'm sure there are more smart options out there...maybe a vdb stuff for
> the internal part, then converting it back to geo, but I'm out of ideas
> right now.
>
> How would you approach this ? (mesh is attached, in case someone wants to
> give it a shot).
>
> Thanks a lot guys!
>
>
>
>
>
> --
> Softimage Mailing List.
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>
>
>
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>
>
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>
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>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
>
>
>
>
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>
>
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>
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Re: Last xsi reel

2016-12-12 Thread mikael . pettersen
Tack!

> 12 dec. 2016 kl. 15:50 skrev Jens Lindgren :
> 
> This is really awesome Mikael!
> I almost got teared eyes watching it when you say it's a goodbye reel.
> 
> Lycka till på ILM!
> 
> /Jens
> 
> 
>> On Mon, Dec 12, 2016 at 12:28 AM,  wrote:
>> Thanks Tim! Yeah, in crowd we used it all the time when I was there. I heard 
>> that they have started to move over to Houdini after I left though :/
>> 
>>  
>> 
>> From: Tim Crowson
>> Sent: 11 December 2016 22:08
>> To: softimage@listproc.autodesk.com
>> Subject: Re: Last xsi reel
>> 
>>  
>> 
>> Hi mikael! Fantastic reel! I didn't realize we used XSI that much, that's a 
>> pleasant surprise!
>> 
>> On Sun, Dec 11, 2016 at 1:56 PM  wrote:
>> 
>> Thanks guys! :)  For as what XSI was used for, basically everything that we 
>> did in crowd that is in the air like the tree vortex in Fantastic 4, the 
>> ship battles in Guardians of The Galaxy, the bees in The Jungle Book etc is 
>> XSI and the crowds on the ground like the armies in Exodus is done through 
>> MPC’s proprietary crowd tool ALICE in Maya.
>> 
>>  
>> 
>> Cheers
>> 
>> Mikael
>> 
>>  
>> 
>> Från: Orlando Esponda
>> Skickat: den 11 december 2016 19:52
>> Till: softimage@listproc.autodesk.com
>> Ämne: Re: Last xsi reel
>> 
>>  
>> 
>> Nice!  Would be cool to know what was done with soft :)
>> 
>>  
>> 
>> El dom., dic. 11, 2016 11:35 AM, Andrew Prostrelov  
>> escribió:
>> 
>> Nice music also.
>> 
>> --
>> 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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>> "unsubscribe" in the subject, and reply to confirm.
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>>  
>> 
>> 
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> 
> 
> 
> -- 
> Jens Lindgren
> 
> VFX Supervisor & Lead TD
> Magoo 3D Studios
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Re: thickness - avoiding self intersections

2016-12-12 Thread Jonathan Moore
I find QuickThickness (on rray) to be pretty reliable.



You'll need to flip the normals on the inside surface but it avoids self
intersections and remains parallel (as long as you're not adding too much
thickness for the topological layout of the points).

http://traypen.com/rr/bak/eistan/quickThickness_v1.6.xsiaddon

On 12 December 2016 at 15:50, Christopher Crouzet <
christopher.crou...@gmail.com> wrote:

> Have you tried using `AttribTransfer SOP` to transfer the UVs from the
> original mesh onto the output of the node 'polyreduce1', and then merging?
>
>
> On 12 December 2016 at 22:41, toonafish  wrote:
>
>> you could try Meshmixer, it’s free and used for 3D printing but has a
>> “hollowing” feature that might work.
>>
>> -Ronald
>>
>>
>>
>> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>>
>> ...well and minutes after writing the e-mail I found a really reliable
>> solution in houdini, that is messing with vdb to smooth the internal part.
>> The vdbsmooth op retains the nice sharp corners while reducing
>> intersections, that is exactly what I want! The only problem is how to
>> merge both parts back while mantaining UVs. Houdini is giving me this
>> warning: *"A mis-match of attributes on the inputs was detected. Some of
>> the attribute values may not be initialized to expected values, i.e.: name,
>> path, N, uv."*
>>
>> Of course this is me not handling the attribute transfer correctly, so
>> any help is much appreciated! =)
>>
>> Tree and results:
>>
>> 
>>
>> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>>
>>> Hey everybody,
>>>
>>> what are your choices when it comes to thickness/solidify (or whatever
>>> you call it) geometry?
>>> What software/operator or plugin you find most reliable to ouput a good
>>> geo?
>>>
>>> I'm doing some fracture work lately, and I've always had problems to
>>> solidify complex geometry (with varying thickness/sharp angles and
>>> corners/etc). It ends up self-intersecting the inside part, which obviusly
>>> causes problems when you have to shatter later on.
>>>
>>> Here's a good example, this is a corner piece from a rubiks cube (left
>>> original, right solidified, bottom isolated internal result geo):
>>>
>>> 
>>>
>>> I've tried some options like:
>>>
>>> - apply the operator, then select the internal part and relax/smooth the
>>> geo (not ideal, since it starts to degrade the original shape, to the point
>>> it starts creating some internal/external intersections in some areas)
>>>
>>> - using blender, that has a nice feature on its thickness operator
>>> called "clamp". It is exaclty what I need, but it's limited and does not
>>> work good in this piece for some reason.
>>>
>>> I'm sure there are more smart options out there...maybe a vdb stuff for
>>> the internal part, then converting it back to geo, but I'm out of ideas
>>> right now.
>>>
>>> How would you approach this ? (mesh is attached, in case someone wants
>>> to give it a shot).
>>>
>>> Thanks a lot guys!
>>>
>>
>> --
>> 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.
>>
>
>
>
> --
> Christopher Crouzet
> *http://christophercrouzet.com* 
>
>
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Re: thickness - avoiding self intersections

2016-12-12 Thread Christopher Crouzet
Have you tried using `AttribTransfer SOP` to transfer the UVs from the
original mesh onto the output of the node 'polyreduce1', and then merging?


On 12 December 2016 at 22:41, toonafish  wrote:

> you could try Meshmixer, it’s free and used for 3D printing but has a
> “hollowing” feature that might work.
>
> -Ronald
>
>
>
> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
>
> ...well and minutes after writing the e-mail I found a really reliable
> solution in houdini, that is messing with vdb to smooth the internal part.
> The vdbsmooth op retains the nice sharp corners while reducing
> intersections, that is exactly what I want! The only problem is how to
> merge both parts back while mantaining UVs. Houdini is giving me this
> warning: *"A mis-match of attributes on the inputs was detected. Some of
> the attribute values may not be initialized to expected values, i.e.: name,
> path, N, uv."*
>
> Of course this is me not handling the attribute transfer correctly, so any
> help is much appreciated! =)
>
> Tree and results:
>
> 
>
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon :
>
>> Hey everybody,
>>
>> what are your choices when it comes to thickness/solidify (or whatever
>> you call it) geometry?
>> What software/operator or plugin you find most reliable to ouput a good
>> geo?
>>
>> I'm doing some fracture work lately, and I've always had problems to
>> solidify complex geometry (with varying thickness/sharp angles and
>> corners/etc). It ends up self-intersecting the inside part, which obviusly
>> causes problems when you have to shatter later on.
>>
>> Here's a good example, this is a corner piece from a rubiks cube (left
>> original, right solidified, bottom isolated internal result geo):
>>
>> 
>>
>> I've tried some options like:
>>
>> - apply the operator, then select the internal part and relax/smooth the
>> geo (not ideal, since it starts to degrade the original shape, to the point
>> it starts creating some internal/external intersections in some areas)
>>
>> - using blender, that has a nice feature on its thickness operator called
>> "clamp". It is exaclty what I need, but it's limited and does not work good
>> in this piece for some reason.
>>
>> I'm sure there are more smart options out there...maybe a vdb stuff for
>> the internal part, then converting it back to geo, but I'm out of ideas
>> right now.
>>
>> How would you approach this ? (mesh is attached, in case someone wants to
>> give it a shot).
>>
>> Thanks a lot guys!
>>
>
> --
> Softimage Mailing List.
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> 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: Last xsi reel

2016-12-12 Thread Jens Lindgren
This is really awesome Mikael!
I almost got teared eyes watching it when you say it's a goodbye reel.

Lycka till på ILM!

/Jens


On Mon, Dec 12, 2016 at 12:28 AM,  wrote:

> Thanks Tim! Yeah, in crowd we used it all the time when I was there. I
> heard that they have started to move over to Houdini after I left though :/
>
>
>
> *From: *Tim Crowson 
> *Sent: *11 December 2016 22:08
> *To: *softimage@listproc.autodesk.com
> *Subject: *Re: Last xsi reel
>
>
>
> Hi mikael! Fantastic reel! I didn't realize we used XSI that much, that's
> a pleasant surprise!
>
> On Sun, Dec 11, 2016 at 1:56 PM  wrote:
>
> Thanks guys! :)  For as what XSI was used for, basically everything that
> we did in crowd that is in the air like the tree vortex in Fantastic 4, the
> ship battles in Guardians of The Galaxy, the bees in The Jungle Book etc is
> XSI and the crowds on the ground like the armies in Exodus is done through
> MPC’s proprietary crowd tool ALICE in Maya.
>
>
>
> Cheers
>
> Mikael
>
>
>
> *Från: *Orlando Esponda 
> *Skickat: *den 11 december 2016 19:52
> *Till: *softimage@listproc.autodesk.com
> *Ämne: *Re: Last xsi reel
>
>
>
> Nice!  Would be cool to know what was done with soft :)
>
>
>
> El dom., dic. 11, 2016 11:35 AM, Andrew Prostrelov 
> escribió:
>
> Nice music also.
>
> --
> 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.
>
>
>
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>



-- 
Jens Lindgren

VFX Supervisor & Lead TD
Magoo 3D Studios 
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Re: thickness - avoiding self intersections

2016-12-12 Thread toonafish
you could try Meshmixer, it’s free and used for 3D printing but has a 
“hollowing” feature that might work.
 
-Ronald



> On 12 Dec 2016, at 16:25, Fabricio Chamon  wrote:
> 
> ...well and minutes after writing the e-mail I found a really reliable 
> solution in houdini, that is messing with vdb to smooth the internal part. 
> The vdbsmooth op retains the nice sharp corners while reducing intersections, 
> that is exactly what I want! The only problem is how to merge both parts back 
> while mantaining UVs. Houdini is giving me this warning: "A mis-match of 
> attributes on the inputs was detected. Some of the attribute values may not 
> be initialized to expected values, i.e.: name, path, N, uv."
> 
> Of course this is me not handling the attribute transfer correctly, so any 
> help is much appreciated! =)
> 
> Tree and results:
> 
> 
> 
> 2016-12-12 12:55 GMT-02:00 Fabricio Chamon  >:
> Hey everybody, 
> 
> what are your choices when it comes to thickness/solidify (or whatever you 
> call it) geometry?
> What software/operator or plugin you find most reliable to ouput a good geo? 
> 
> I'm doing some fracture work lately, and I've always had problems to solidify 
> complex geometry (with varying thickness/sharp angles and corners/etc). It 
> ends up self-intersecting the inside part, which obviusly causes problems 
> when you have to shatter later on.
> 
> Here's a good example, this is a corner piece from a rubiks cube (left 
> original, right solidified, bottom isolated internal result geo):
> 
> 
> 
> I've tried some options like:
> 
> - apply the operator, then select the internal part and relax/smooth the geo 
> (not ideal, since it starts to degrade the original shape, to the point it 
> starts creating some internal/external intersections in some areas)
> 
> - using blender, that has a nice feature on its thickness operator called 
> "clamp". It is exaclty what I need, but it's limited and does not work good 
> in this piece for some reason.
> 
> I'm sure there are more smart options out there...maybe a vdb stuff for the 
> internal part, then converting it back to geo, but I'm out of ideas right now.
> 
> How would you approach this ? (mesh is attached, in case someone wants to 
> give it a shot).
> 
> Thanks a lot guys!
> 
> --
> 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?

2016-12-12 Thread Fabricio Chamon
@Cristobal and Andreas: yeah, that was it! thanks a lot!


@Morten: I'm a big fan of IFX, and currently using in the same project. I
love how powerful the ice operators can be to create nested shatters,
although it crashes sometimes. But I suddenly got this big messy mesh with
all sorts of bad geometry, so IFX unfortunatelly is not able to cope with
it (skips the operator), and I don't have the proper time to clean this up.
In the other hand, Houdini handles it effortlessly and that's just what I
need, so why not? =)
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Re: Softimage EOL 2017 - The chronicles of a giant (documentary)

2016-12-12 Thread Morten Bartholdy
I guess this has a lot to do with how you use it and your methodology. While 
not crash free I have always found Softimage very stable for these things, 
except for a couple of versions along the way that made me pull hair out, but 
even on those occasions you learn how to workaround and avoid losing work.

So while not solid all way around, I would say pretty damnn stable for me, 
especially on certain "golden" versions.

Morten



> Den 8. december 2016 klokken 22:52 skrev Andy Chlupka 
> :
> 
> 
> 
> > On Dec 08, 2016, at 19:20, Pierre Schiller  
> > wrote:
> > 
> > SI only needed 1 or 2 SP at most, each year. Solid code only needs 
> > upgrades, not bug-patching service packs.
> 
> Are you serious? You are kidding right? Softimage is not a solid piece of 
> software all around. In my field of work assembly, shading, lighting and 
> rendering, I’ve lost countless hours of productivity. You know what made my 
> work fun and enjoyable again? Using a software that doesn’t crash during 
> those tasks.
> 
> My comfort zone in Softimage was minimized due to it being crashy for what I 
> had to use it for. As for our animators and modelers, they’re just still too 
> comfortable with Soft to have an incentive to move to another application.
> 
> We’ve checked our crash logs according to this: 
> https://xsisupport.com/tag/crashes-2/  
> and the number of clean exits we’re crushed by the others.
> 
> Andy--
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