Re: capturing spherical HDRi's?

2013-01-16 Thread Anthony Martin
These days I use the chrome ball just for light positioning reference. For
capturing the actual HDRI I'll use a fish eye lens on a DSLR, nodal ninja
attached to a tripod and then shoot between 8-10 images (including direct
above and direct below) covering the scene.

Then load these into PTGui Pro and let it stitch them into a LongLat HDRI.
Works like a charm. Both quick to do on set and quick to assemble when you
get back to the office.

Digital Tutors actually have a good set of lessons on this.
http://www.digitaltutors.com/11/training.php?pid=599autoplay=1


On Wed, Jan 16, 2013 at 9:22 AM, Cristobal Infante cgc...@gmail.com wrote:

 It really depends how much time you think you will have on set. Most of
 the times this can be a major issue, since they may need to move
 the lighting setup several times in one day and you don't want to be the
 guy slowing everything down!

 the chrome ball is probably the fastest method and still does the trick. So
 if you need to capture a lighting setup fast this will be your best bet.
 Defently worth getting one in any case (garden mirror balls).



 On Wednesday, 16 January 2013, Rob Wuijster wrote:

  Yes, there's a version 2 out of the book, there's a page on the hdrlabs
 website explaining the book and has links to Amazon for the paperback and
 ebook.

 The site, forum and book are -the- main sources of information on this.
 Of course there are other sites dealing with this, but hdrlabs has it
 condensed into one big package.

 Rob Wuijster
 E r...@casema.nl

 \/-\/\/

 On 15-1-2013 23:09, Byron Nash wrote:

 I found the book HDRI Handbook really helpful on that site. I think they
 have a newer version since I read it.


 On Tue, Jan 15, 2013 at 4:27 PM, Paul Griswold 
 pgrisw...@fusiondigitalproductions.com wrote:

 Hey guys -

  I've been asked to help out on the show Film Riot, and one of the
 things we were discussing is creating your own HDR images.

  I know HDRLabs has a ton of great info, but I was curious to know if
 anyone else had any good info or resources on the subject that I could pass
 along.

  It's not something I normally do, so I wanted to make sure I was
 giving them up-to-date info.

  Thanks,

  Paul


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Move towards goal dummy question (go easy on me).

2012-10-28 Thread Anthony Martin
Hi all,

Go easy on me but I've got a question about moving towards a goal that feel
should be straight forward but something's obviously not operating at 100%
in  brain today.

The desired result: particles move from the emitter to random point on geo
of goal one where they stick until a desired point in time when they then
detach and fly to random point on geo of goal two.

At the moment I'm using the multi goal sequencer which works fine but it
switches to a new goal based on a distance to goal location condition
instead of a certain time. I went into the multi goal sequencer compound
and found the bit that controls switching to the next goal. I swapped the
test distance to goal condition with a test current time. The particles
fly towards the first goal but then don't seem to move to the second goal
after the test current time condition.

Tell me I'm doing something embarrassingly wrong and point me in the right
direction guys!

Cheers,

Anthony


Multiple particle spawning on collision.

2012-09-26 Thread Anthony Martin
Hi everybody,

I'm trying to do something that I think should be fairly straightforward
but for some reason is eluding me. As the subject suggests I'd like have
particles spawning on collision, multiple times.
Let me break it down a bit and explain what's not happening for me at the
moment:

I emit one particle, apply some velocity and some gravity. When that
particle collides with a simple flat grid I'd like it to spawn a few
particles that shoot off away from the plane and still be effected by the
gravity force. Now, when those spawned particles collide with plane again,
I'd like that spawning process to happen again. This whole process would
happen maybe 3 - 4 times.

At the moment the 1st initial spawning happens and the spawned particles
behave and move as I'd like but I can't get them to spawn more particles
when they collide with the grid. I've checked the docs and can't seem to
find an answer.

Anyone done this thing before? It seems like it would be a fairly typical
thing to do.

Cheers,

Anthony


Re: Multiple particle spawning on collision.

2012-09-26 Thread Anthony Martin
Hi Olly.

Yeah, I tried the Enabled spawning from Spawned Particles. And tried
using a fairly simple state system too but having quite got what I want.
Switching on  Enabled spawning from Spawned Particles is also fraught
with danger(!) I clicked it on and then casually scrubbed through the
timeline- the particle count grew exponentially, like a virus, and ground
my machine to halt.

On Wed, Sep 26, 2012 at 1:04 PM, Olwen Nash ollimat...@googlemail.comwrote:

 Hiya,

 Not tested it loads but what about checkbox:  Enable spawning from
 Spawned Particles ?  I guess the spawns of the spawns will the same
 particle ID though so harder to differentiate

 If you use TestCollision + SpawnOnTrigger you could break into down into
 further stateIDs, using state machine, and it might be easier to see what's
 happening.

 Hope that helps : )


 On Wed, Sep 26, 2012 at 10:56 AM, Anthony Martin 
 anthonymarti...@googlemail.com wrote:

 Hi everybody,

 I'm trying to do something that I think should be fairly straightforward
 but for some reason is eluding me. As the subject suggests I'd like have
 particles spawning on collision, multiple times.
 Let me break it down a bit and explain what's not happening for me at the
 moment:

 I emit one particle, apply some velocity and some gravity. When that
 particle collides with a simple flat grid I'd like it to spawn a few
 particles that shoot off away from the plane and still be effected by the
 gravity force. Now, when those spawned particles collide with plane again,
 I'd like that spawning process to happen again. This whole process would
 happen maybe 3 - 4 times.

 At the moment the 1st initial spawning happens and the spawned particles
 behave and move as I'd like but I can't get them to spawn more particles
 when they collide with the grid. I've checked the docs and can't seem to
 find an answer.

 Anyone done this thing before? It seems like it would be a fairly typical
 thing to do.

 Cheers,

 Anthony





Re: Animation/keyframe setting that's driving me crazy.

2012-09-18 Thread Anthony Martin
Hi.

Renaming the preferences folder so that Soft creates a new one seems to
have done the trick.

Thanks!

Anthony

On Mon, Sep 17, 2012 at 8:15 AM, Stefan Kubicek s...@tidbit-images.comwrote:

 Restarting XSI doesn not help? Have you tried deleting your preferences?
 Do you have any plugins with custom events installed that get triggered
 onTimeChanged that could casue this?
 Disable Plugins systematically to find out.



  Hi,

 I think I've accidentally changed some setting somewhere and it's driving
 me nuts. The upshot of it is that if I save a keyframe on a parameter (can
 be shader, ICE node, anything in a PPG) and then skip to another frame and
 try and adjust that parameter to a new value it just snaps back to the
 value of the first keyframe. I can get around it by just clicking the
 keyframe button again and then adjusting it in the animation fcurve editor
 but that is not how I want to roll! I've got a suspicion that it's
 something to do with a SetValue PlayControl.Key that now happens
 whenever
 I shuffle through the timeline to a different frame. I could well be wrong
 though.

 Please help! Please! I'm begging you all for help.

 *wimper* *cry*

 Anthony

 P.s. I'm including a screengrab of that sort of shows both the SetValue
 PlayControl.Key thing and also how whatever current frame I'm on in the
 timeline is also accompanied by a little lime green marker.



 --
 --**-
 Stefan Kubicek   Co-founder
 --**-
   keyvis digital imagery
  Wehrgasse 9 - GrĂ¼ner Hof
1050 Vienna  Austria
 Phone:+43/699/12614231
 --- www.keyvis.at  ste...@keyvis.at ---
 --  This email and its attachments are
 --confidential and for the recipient only--




Re: memory not flushed after caching

2012-06-08 Thread Anthony Martin
Do you think this would also effect things like Delete by Volume? I've been
getting some rather nasty slow down this morning where there's a reasonable
amount of particles being deleted by volume in the post-sim stack. I was
surprised as I didn't think the amount of particles being emitted was too
numerous. And the object being used by the delete by volume was a live
poly object extruded by curve.

Anthony

On Fri, Jun 8, 2012 at 3:39 PM, Sebastian Kowalski l...@sekow.com wrote:

 btw.
 same thing for the point in volume node



 Am 08.06.2012 um 16:37 schrieb Sebastian Kowalski:

 ive got it!

 emit from cube.. no problem, ram consumption stays flat
 emit from cylinder.. slighty increasing memory
 emit from deformed cylinder.. ridiculous increase

 .sebastian


 Am 08.06.2012 um 15:49 schrieb Christian Keller:

 try to regularly kill you clouds, and put the trees on a virgin one !

 Am 08.06.2012 14:27, schrieb Sebastian Kowalski:

 thats bad, but good, meaning it has to be something in my tree.
 just checked it again with a fresh tree and it stays flat.. got the gut
 feeling its one of these haunted projects.
 its simple volume emitting via generating locations sets.

  thanks ciaran


  Am 08.06.2012 um 13:33 schrieb Ciaran Moloney:

 I can't repro that. Memory stays pretty much flat when tweaking the seed
 on emit from geometry. How are you generating the particles?



 On Fri, Jun 8, 2012 at 12:06 PM, Sebastian Kowalski l...@sekow.comwrote:

 ok now it is getting really messy.
 its not the caching, its the different seeds.

  repro this:
 add 10 million particles to your scene. open the taskmanager switch to
 performance and have a look.
 softimage is sitting on 2gb ram. now change the seed of the pointcloud.
 xsi is rising to 4 gb (approx.) now. and so on...

  this is some serious flaw!
 would be glad if someone can confirm this.

  softimage 2012.sap, win7 64bit

  thanks
 sebastian





   Am 07.06.2012 um 19:16 schrieb Sebastian Kowalski:

  first ive got to cache half a billion points out ... yikes!



  Am 07.06.2012 um 19:06 schrieb Steven Caron:

 you better deliver!

  On Thu, Jun 7, 2012 at 9:10 AM, Sebastian Kowalski l...@sekow.comwrote:


 btw. excpect some wicked imagery in the near future.. ;)








 --
 christian keller
 visual effects|direction

 m +49 179 69 36 248
 f +49 40 386 835 33chris3...@me.com






Scale by density

2012-06-03 Thread Anthony Martin
Hi there,

I want to scale/change the size of a particle based on how many nearby
particles there are. In my mind it feels like it should be very easy (I'm
sure it is): for each particle check how many particles there are in a
certain radius - use the number of particles to rescale them. So in other
words if a particle is on it's lonesome it gets scaled quite small but if
there are a fair few around it then leave it at about the initial particle
size.

I've got mind block and can't figure this simple thing out.

Help?

Cheers,

Anthony


Re: Scale by density

2012-06-03 Thread Anthony Martin
Cheers Rob, that's quite similar to what I'm trying now. Although I'm
trying it with get distance to neighbours that outputs an average distance.

On Sun, Jun 3, 2012 at 2:16 PM, Rob Chapman tekano@gmail.com wrote:

 get neighbours  amount  rescale  size ?  :)

 On 3 June 2012 14:12, Anthony Martin anthonymarti...@googlemail.com
 wrote:
  Hi there,
 
  I want to scale/change the size of a particle based on how many nearby
  particles there are. In my mind it feels like it should be very easy (I'm
  sure it is): for each particle check how many particles there are in a
  certain radius - use the number of particles to rescale them. So in other
  words if a particle is on it's lonesome it gets scaled quite small but if
  there are a fair few around it then leave it at about the initial
 particle
  size.
 
  I've got mind block and can't figure this simple thing out.
 
  Help?
 
  Cheers,
 
  Anthony



SiC London - emFluid presentation.

2012-06-02 Thread Anthony Martin
Hi all,

I gave a presentation about emFluid on Tuesday at the SiC London event. It was 
fun but also very noisy, making it difficult for anyone other than those sat 
right next to me to see or hear what I was saying.

So I made a Vimeo version of it which is much longer than the talk I gave that 
night. Probably too long but at least you can download it and fast forward.

Here it is: https://vimeo.com/43278794

Cheers,

Anthony