Re: render tree mixer/texture limit

2019-09-06 Thread Matt Lind
To get around the node limit, did you ever consider the FXTree?

Each texture in the scene is represented by a clip in the FXTree's Clips 
menu with an input and output.  This allows you to apply image FX (paint, 
composite, layer, transform, crop, filter, ...) to each texture without 
increasing the size of the render tree.


Matt


Date: Fri, 6 Sep 2019 11:25:44 -0400
From: Kris Rivel 
Subject: Re: render tree mixer/texture limit
To: "Official Softimage Users Mailing List.

Yeah its an odd project and honestly we tried Maya, C4D and Houdini and Soft 
was the best option! Basically have a bunch of growing textures UV mapped 
onto tracked geometry to simulate a spreading ink/paint looking thing. 
Simulations were too difficult to control, too much R&D and didn't allow us 
to tweak little parts of the effect or create seams, etc. Made a crap load 
of offset animated textures, brought them into the render tree, moved a 
bunch of texture supports around and done. Looks/works great…just hit a 
ceiling with the node limit. Oh well.


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Re: strands generated on points

2019-09-06 Thread Kris Rivel
Hot damn that worked! Thanks!! Tried to set it to points initially but it
didn't do anything unless I cranked it super high, makes sense now.

Kris

On Fri, Sep 6, 2019 at 11:54 AM Jens Lindgren 
wrote:

> This one is easy :)
> First, in you Emit from Surface Compund set Select Rate Type to Total
> number of Particles and set Emission Type to Point. Rate doesn't really
> matter when you want to emit from mesh vertices.
> Then the secret sauce... Go in to your Emit from Geometry compound, then
> go in to Generate Points compound. In there, bring up the Generate Sample
> Set node properties and set Rate Type to All Points.
> Tada!
>
> //Jens
>
>
> On Fri, Sep 6, 2019 at 5:29 PM Kris Rivel  wrote:
>
>> Trying to make a long exposure effect of a stick of LEDs twirling around.
>> Have a nice animated grid of strands flying around and it looks great.
>> Problem is the particles generating the strands are just emitting on a grid
>> and stick to their emit location so they're not lined up nicely on the
>> emitter. They're just spread around randomly. Hoping I can keep this but
>> only generate one particle per point...but keep the "simulation" working so
>> I can turbulize it etc. and keep my generate strand trails which only seems
>> to work on simulated particles, not a simple "add point" on empty cloud
>> setup. Any ideas?
>>
>> Kris
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
> Jens Lindgren
> 
> VFX Supervisor & Lead TD
> Magoo 3D Studios
>   >
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: strands generated on points

2019-09-06 Thread Steven Caron
Use Jen's suggestion and not mine! :)

*written with my thumbs

On Fri, Sep 6, 2019, 8:54 AM Jens Lindgren 
wrote:

> This one is easy :)
> First, in you Emit from Surface Compund set Select Rate Type to Total
> number of Particles and set Emission Type to Point. Rate doesn't really
> matter when you want to emit from mesh vertices.
> Then the secret sauce... Go in to your Emit from Geometry compound, then
> go in to Generate Points compound. In there, bring up the Generate Sample
> Set node properties and set Rate Type to All Points.
> Tada!
>
> //Jens
>
>
> On Fri, Sep 6, 2019 at 5:29 PM Kris Rivel  wrote:
>
>> Trying to make a long exposure effect of a stick of LEDs twirling around.
>> Have a nice animated grid of strands flying around and it looks great.
>> Problem is the particles generating the strands are just emitting on a grid
>> and stick to their emit location so they're not lined up nicely on the
>> emitter. They're just spread around randomly. Hoping I can keep this but
>> only generate one particle per point...but keep the "simulation" working so
>> I can turbulize it etc. and keep my generate strand trails which only seems
>> to work on simulated particles, not a simple "add point" on empty cloud
>> setup. Any ideas?
>>
>> Kris
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
> Jens Lindgren
> 
> VFX Supervisor & Lead TD
> Magoo 3D Studios
>   >
> --
> 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: strands generated on points

2019-09-06 Thread Steven Caron
Wow, been a while for me but... Don't use Emit On Surface and instead bring
in the mesh, plug it into a get data (set to point position) then plug that
into an Add Point node. That's bare bones so you'll need to init some
variables for simulation... Ie. Mass, size, shape, etc

*written with my thumbs

On Fri, Sep 6, 2019, 8:29 AM Kris Rivel  wrote:

> Trying to make a long exposure effect of a stick of LEDs twirling around.
> Have a nice animated grid of strands flying around and it looks great.
> Problem is the particles generating the strands are just emitting on a grid
> and stick to their emit location so they're not lined up nicely on the
> emitter. They're just spread around randomly. Hoping I can keep this but
> only generate one particle per point...but keep the "simulation" working so
> I can turbulize it etc. and keep my generate strand trails which only seems
> to work on simulated particles, not a simple "add point" on empty cloud
> setup. Any ideas?
>
> Kris
> --
> 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: strands generated on points

2019-09-06 Thread Jens Lindgren
This one is easy :)
First, in you Emit from Surface Compund set Select Rate Type to Total
number of Particles and set Emission Type to Point. Rate doesn't really
matter when you want to emit from mesh vertices.
Then the secret sauce... Go in to your Emit from Geometry compound, then go
in to Generate Points compound. In there, bring up the Generate Sample Set
node properties and set Rate Type to All Points.
Tada!

//Jens


On Fri, Sep 6, 2019 at 5:29 PM Kris Rivel  wrote:

> Trying to make a long exposure effect of a stick of LEDs twirling around.
> Have a nice animated grid of strands flying around and it looks great.
> Problem is the particles generating the strands are just emitting on a grid
> and stick to their emit location so they're not lined up nicely on the
> emitter. They're just spread around randomly. Hoping I can keep this but
> only generate one particle per point...but keep the "simulation" working so
> I can turbulize it etc. and keep my generate strand trails which only seems
> to work on simulated particles, not a simple "add point" on empty cloud
> setup. Any ideas?
>
> Kris
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.



-- 
Jens Lindgren

VFX Supervisor & Lead TD
Magoo 3D Studios 

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strands generated on points

2019-09-06 Thread Kris Rivel
Trying to make a long exposure effect of a stick of LEDs twirling around.
Have a nice animated grid of strands flying around and it looks great.
Problem is the particles generating the strands are just emitting on a grid
and stick to their emit location so they're not lined up nicely on the
emitter. They're just spread around randomly. Hoping I can keep this but
only generate one particle per point...but keep the "simulation" working so
I can turbulize it etc. and keep my generate strand trails which only seems
to work on simulated particles, not a simple "add point" on empty cloud
setup. Any ideas?

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

Re: render tree mixer/texture limit

2019-09-06 Thread Kris Rivel
Yeah its an odd project and honestly we tried Maya, C4D and Houdini and
Soft was the best option! Basically have a bunch of growing textures UV
mapped onto tracked geometry to simulate a spreading ink/paint looking
thing. Simulations were too difficult to control, too much R&D and didn't
allow us to tweak little parts of the effect or create seams, etc. Made a
crap load of offset animated textures, brought them into the render tree,
moved a bunch of texture supports around and done. Looks/works great...just
hit a ceiling with the node limit. Oh well.

On Tue, Sep 3, 2019 at 4:43 PM Sven Constable 
wrote:

> On the other hand,  having more than 64 texture/UV sets on a single object
> is well… extreme :). I never needed more than a few. A dozen maybe.
>
>
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Kris Rivel
> *Sent:* Tuesday, September 3, 2019 10:19 PM
> *To:* Official Softimage Users Mailing List.
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNchiLG9o7ECJDJ0Mw-2FRzSlfldhFWvv2G7M9xrogMv-2BiUgrG-2BmCVAfC2HxBWG0Czpbw8UUe9Xkbh68Twjp-2FiA-2FSErDaB0QMN6TZInAAMY3U5tTiO1pHL3fqc59MeZ53LOZG-2Fxgw7w1ET7NsZfhM1NrTIoU8e4itqB8an6cilichw7ugVnCs-2Bwed9bSquuodJl4wL3PlTXpIO5wcLvXRKdeVH93E38tTwwroSRYNc52LvcsreELzBmMy5Q4CLERV8rSxCxBofYdByOQphoYmaZAkZNNW7H316SlY9sPkIVGG-2FZLFErIabv2AwWbgD2fbPqpTtGrElqU0rQLRyj1lbnVf5ww-3D-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRCAgBh8V-2B467VXw-2BEEtCsZ44gNUpPkjsQBRcSgGOCKwMGbYclEFRzKiU-2Fwt3fy7QGCgl9JTphcYBskfisKnt1WjQAWhZ-2BEa1KQEHF11i754SQLp-2BpdQQuCH8estDqzYkYL5Qs-2FLxnUvEiXH0C7nGWxH2U07VhJFoZg9Itncu89glE55kiYFtvFz3OP8pCJjNg-3D
>  
> *Subject:* Re: render tree mixer/texture limit
>
>
>
> Thanks Sven...yeah I determined that must be in and broke it into pieces.
> Stinks cause it was the one great feature that made this project really
> only possible in Soft..ha ha. Oh well...still couldn't have done it without
> Soft so I can't complain too much.
>
>
>
> On Fri, Aug 30, 2019 at 12:56 PM Sven Constable 
> wrote:
>
> I did some tests and it seems to me that there is a limitation regarding
> the maximum amount of *texture sets per object *which is 64 apparently.
> More than 64 image clips per objects seemed to be ok as well as a lot of
> mix8color nodes (I had  ten of them and 72 image clips on that object). As
> soon as I hit the 65th texture set, it rendered incorrectly.
>
>
>
> Not sure if there is a workaround except splitting it in several objects.
>
>
>
> Sven
>
>
>
> Heres the scene if someone likes to play with it.
>
> https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4I7hVw843xtQ23aUjuGbpkshpjEl1Iv1pzPIKHGeZG2cGS22RrZ8fhB1hSVxngOZkoXX9DLfXN6-2F27a1BMgtpb6KTkNz5vCXHcQuSoY327HlUG-2BJ8DbHnVDfVUhM9rEkX2MUY-2Bfo1kXo19Bp4-2Fra-2F1-2FO9RT8apfNrxVyOkPhNs7JQDe2RxeBLLV2PZeOdINJP0cojr5JS5r0nx8SWbAf93oGVDdx36g9lIq-2FTC78wfxhOs0e4es1jpnvLGxQW6cRTxvBtNyNwtOP82qm0miEJqu6gazDJJAliWeiJjssdTscw0XAUnqQUZXf1iMjjHKOgqWihzcKhqkmxfYcHfoBaEEs-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRCAgBh8V-2B467VXw-2BEEtCsZ44gNUpPkjsQBRcSgGOCKwLorN6jSDMGg1zQVKuEe4SjvO2jkczpL40Frmm6Gs14qp5-2BlYMvB7ZIiz20x083T6vbmE2N6WEaUPGUAOjqQI9HwEKukFdDxI3GAqQuRJXjS-2F0noJ6-2FrYdtjEyF6F5esuKxGvodPwj4E76ahz9zP-2FUM-3D
>  
>