Re: Alembic performance?

2015-03-18 Thread Vincent Ullmann
+1 that.

2015-03-18 11:40 GMT+01:00 Vincent Langer :

> I think this is a softimage thing. Not a alembic thing. Softimage is
> pretty slow with lots of objects.
> I bet if the cinema guy would export all objects as one it would perform
> very good in softimage.
> Cheers
> Am 18.03.2015 11:32 schrieb "Morten Bartholdy" :
>
>   I am stuck on Softimage 2013SP1 so I am using Crate for opening alembic
>> files. I am currently working with shots where we import alembic files
>> created in Cinema4D and they contain many thousands of objects that scale
>> and rotate. With Crate they are pretty slow to work with - scrubbing the
>> timeline is slow, and creating overrides in various passes is slow.
>>
>>
>>I can see our Maya artists can actually scrub the timeline in Maya
>> pretty inetractively with the same files, so I take it the built in version
>> from Autodesk is faster that Crate.
>>
>>
>>I am curious to know if someone here have tried the built in alembic
>> loader in a newer version of Softimage and had the opportunity to compare
>> it to the one in Maya?
>>
>> Best
>>
>> Morten
>>
>>
>>
>


Re: Check this!

2015-02-22 Thread Vincent Ullmann
damit... incomplete url:
http://gl.ict.usc.edu/Research/DigitalEmily/

2015-02-22 19:04 GMT+01:00 Vincent Ullmann :

> here is the offical Page:
> l.ict.usc.edu/Research/DigitalEmily/
>
> including a *1080p* Version
>
> 2015-02-22 18:35 GMT+01:00 Sebastien Sterling <
> sebastien.sterl...@gmail.com>:
>
>> i'm a firing my Bloom !
>>
>> On 22 February 2015 at 16:18, Francisco Criado 
>> wrote:
>>
>>> +1 HD would be nice to speculate a little bit more :)
>>>
>>>
>>> F.
>>>
>>>
>>> 2015-02-22 13:04 GMT-03:00 Chris Johnson :
>>>
>>> I'd like to see it at high res...I have a feeling it's only posted at
>>>> 360p for a reason.
>>>>
>>>> On Sun, Feb 22, 2015 at 10:21 AM, David Saber 
>>>> wrote:
>>>>
>>>>> Hi everyone, check this video it's incredible!
>>>>> https://www.youtube.com/watch?v=bLiX5d3rC6o
>>>>>
>>>>
>>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>
>


Re: Check this!

2015-02-22 Thread Vincent Ullmann
here is the offical Page:
l.ict.usc.edu/Research/DigitalEmily/

including a *1080p* Version

2015-02-22 18:35 GMT+01:00 Sebastien Sterling 
:

> i'm a firing my Bloom !
>
> On 22 February 2015 at 16:18, Francisco Criado 
> wrote:
>
>> +1 HD would be nice to speculate a little bit more :)
>>
>>
>> F.
>>
>>
>> 2015-02-22 13:04 GMT-03:00 Chris Johnson :
>>
>> I'd like to see it at high res...I have a feeling it's only posted at
>>> 360p for a reason.
>>>
>>> On Sun, Feb 22, 2015 at 10:21 AM, David Saber  wrote:
>>>
 Hi everyone, check this video it's incredible!
 https://www.youtube.com/watch?v=bLiX5d3rC6o

>>>
>>>
>>
>>
>> --
>>
>>
>>
>


Re: Service Pack 1 available

2014-12-02 Thread Vincent Ullmann
With this rate of 1 Bugfix/Month, we could expect 16 more to come, till
April 2016. Jeah!


2014-12-02 21:26 GMT+01:00 Leendert A. Hartog :

> Quite probaby true, although I can't recall,
> but, what I do seem to recall, at one time here on the list there was talk
> of a "partial install" i.e. a patch,
> so it would still interest me, why this particular solution was chosen...
>
>
> Greetz
> Leendert
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


Re: How to fix crappy fcurves and pivots on imported Realflow RBD geometry?

2014-05-14 Thread Vincent Ullmann

Hi Morten,

i dont think its possible to solve this in ICE, becouse you cant change 
the AnimationCurves

(While tipping this i actually have a Idea)
anyway

I found a little snipped in the Web to get the Objects COG in Global 
Space (https://gist.github.com/yamahigashi/9309426)

Now I just wrapped this in a little Loop, and created some PoseConstrains.

After executing the Script, you just have to
- Plot the Nulls Transforms
- Remove the RBDs Transforms
- Parent or Constrain or Envelope the RBD's to the Nulls

Hope this works.
Could'nt test this just some thoughts. ;-)
Vincent




Am 14.05.2014 16:22, schrieb Morten Bartholdy:


I need to find a way to fix fcurves and pivots on a large number of 
objects (tumbling boulders) RBD simulated in Realflow (don't ask). 
When they come in they move correctly, but their pivots are way off 
from the geometry and fcurves suffer from gimbal flipping, so 
motionblur obviously doesn't render properly.


I was thinking it would be relatively simple to get good motiondata by 
piping them through ICE, calculate motionvectors for each vertex and 
set the data again. I guess there is a way to move the pivot of each 
object to its centre too, while maintaining the same motion.



It is however way beyond my ICE capabilities, so I am looking for 
tutorials, pointers, scripts or possibly other tools that might do the 
trick.




Thanks


Morten





xsi = Application


"From  https://gist.github.com/yamahigashi/9309426";
def calc_cog_global_position(obj):
''' calculate objects cog position in global space. returns vector3 '''

#x, y, z, b1, b2, b3 = 
Application.Selection(0).ActivePrimitive.Geometry.GetBoundingBox()
#v = XSIMath.CreateVector3(x, y, z)
if obj.ActivePrimitive.Geometry is not None:
x = obj.ActivePrimitive.Geometry.Points
v = XSIMath.CreateVector3()
for p in x:
v.Add( v, p.Position) 
v.Scale(1.0 / x.Count, v)
res = 
XSIMath.MapObjectPositionToWorldSpace(obj.Kinematics.Global.Transform, v)
 
return res
 
else:
t = obj.Kinematics.Global.Transform
return XSIMath.CreateVector3(t.PosX, t.PosY, t.PosZ)
 
 

xsi.SetUserPref("SI3D_CONSTRAINT_COMPENSATION_MODE", 1)

# Store Sel
sel = []
for obj in xsi.Selection:
sel.append(obj)

for obj in sel:
objCOG = calc_cog_global_position(obj)
print "Obj: " + obj.Name + " // COG: (" + str(objCOG.X) + "/" + 
str(objCOG.Y) + "/" + str(objCOG.Z) + ")"

null = xsi.GetPrim("Null", "poseCons_" + obj.Name, "", "")
xsi.Translate(null, objCOG.X, objCOG.Y, objCOG.Z, "siAbsolute", 
"siPivotCOG", "siObj", "siXYZ", "", "", "", "", "", "", "", "", "", 0, "")

xsi.ApplyCns("Pose", null, obj, True)

xsi.SetUserPref("SI3D_CONSTRAINT_COMPENSATION_MODE", 0)

Re: Softimage-Projects from Filmakademie

2014-05-01 Thread Vincent Ullmann
Should work now. ;-)


2014-05-02 0:48 GMT+02:00 gareth bell :

> Fantastic work Vincent.
>
> Phosphoros is beautiful and Elevator's a chuckle.
>
> P.S. The link to your reel/breakdown doesn't work
>
>
> --
> Date: Thu, 1 May 2014 22:31:07 +0100
> Subject: Re: Softimage-Projects from Filmakademie
> From: sebastien.sterl...@gmail.com
> To: softimage@listproc.autodesk.com
>
>
> NICE !?!
>
>
> On 1 May 2014 22:11, Vincent Ullmann wrote:
>
> Hi everyone,
>
> iam happy to show you some of the work we did here at Filmakademie during
> our third year of studies.
> These are Trailers produced for the ITFS-Festival in Stuttgart, but we
> were totally free in terms of story, design etc.
> They just had to be maximum 1 minute long.
> In total we had, from the very first Idea, till the final delivery about 5
> months. So for the real production only about 3 month were left.
>
>
>
> *Phosphoros:*
> In this trailer we tried to take something disgusting and make it
> appealing to the viewer.
> https://vimeo.com/93345597 (Password: ITFS2014)
>
> WebSite: http://phosphoros.net
>
> Some Breakdowns:
> Rig: http://vimeo.com/92522044
> Totale: http://vimeo.com/93522159
> Thorax: https://vimeo.com/93522158
> Wing: http://vimeo.com/93522573
>
> 3D-Team:
> Manolya Külköylü (Director, Concept, Design and Animation)
> Philipp Mekus (Director, MosquitoModelling+Texturing and Compositing)
> Francesco Faranna (Producer)
> Kiril Mirkov (Bulb+Envoriment Modelling,Textuing,Shading and
> Lighting+Rendering)
> Hanna Binswanger (Rigging)
> Johannes Franz (Particle Effects)
> Vincent Ullmann (Pipeline, MosquitoShading and Lighting+Rendering)
>
> For the Bulb and Envoriment our Workflow was quite simple, using Softimage
> and Mudbox for Modelling and Textures.
> The Bulb had 2 Versions. The Default one, and a special one for the
> CloseUps were the Topological-Pole was in the center of the Deformation. We
> had to combine these to Versions for one Shot using ICE.
> The Mosquito was modellt in Cinema4D, sculpted in zBrush, retopologized in
> 3dCoat and Textured in Mari. We painted 4 UV-Tiles for Diffuse, Spec,
> SpecRoughness, Bump and some special Maps like Transparancy on the Wings or
> GlowEffets on the Body. Also some Maps were animated in Nuke using good old
> Roto-Splines.
> The GlowEffects on the Body were made using some textures and multiple
> layers of SSS and Emission
> The big Veins inside the Wings, were procedualy made in Houdini, then
> somehow build into the Rig and animated
>
> Rigging and Animation was made in Softimage and cached using Alembic.
>
> The Particle Effects were mostly done in Houdini and renderd with Mantra.
> Only the Particles inside the Abdomen were cached via Alembic and renderd
> in Arnold.
>
> For Lighting we brought everything back to Softimage and renderd out a
> couple of Passes:
> - The Light from the Bulb
> - The Lights from the Envoriment
> - Some Volume Scattering
> - Some DustParticles
> - UtilityPass (Normals, Pref, P, UVs)
> - MattePass
>
> Comp was done in Nuke and editing in Premiere
>
>
> *Elevator:*
> https://vimeo.com/93345598 (PassWord: ITFS2014)
>
>
> Some Breakdown:
> Shameless self Promotion.... in my Reel at 0:58 and 1:12:
> https://vimeo.com/92148829 (Password: 2014_Reel_vu)
>
> Team:
> Valentin Kemmner (Director, Design, Sculpting and Animation)
> Mareike Keller (Producing)
> Jessica Tegethoff (Rigging)
> Nathalia Alencar (Texturing)
> Manuel Revior (Compositing)
> Vincent Ullmann (Pipeline, Shading,Lighing,Rendering)
>
> For the Pith of this Trailer, the Director build the Characters and Set as
> Minitures and Animated the hole Shot in one Weekend. Then it took us 3
> Month figuring out how to replicate the hole thing in 3D. ;-)
>
> Modelling, Rigging and Animation was done in Maya.
> Scultping in Mudbox and Texturing in Mari (1 8k Tile for each Character
> and 7 8k Tiles for the Set)
> Shading, Lighting and Rendering again in Softimage with Arnold. Caches
> were done with Alembic.
> And Compositing of course in Nuke
>
>
>
> *Spiegelei:*
> Last but not least, a third 3D-Trailer we produced.
> This was not realy a project focused on the final result, but more on
> learning and trieng new stuff.
>
> https://vimeo.com/93532984 (Password: ITFS2014)
>
> 3D-Team:
> Peter Lames (Director, Compositing and lot of everything else)
> Tobias Müller (Producing)
> Jessica Thegetoff (Animation of the Ambulance and Doctors)
> Hanna Binswanger (Rigging of the Doctors and Shading+Rigging of the
> Ambulance)
> Johannes Franz (Smoke Effect for Ambulance and Coffee)
>
>
>

Softimage-Projects from Filmakademie

2014-05-01 Thread Vincent Ullmann
Hi everyone,

iam happy to show you some of the work we did here at Filmakademie during
our third year of studies.
These are Trailers produced for the ITFS-Festival in Stuttgart, but we were
totally free in terms of story, design etc.
They just had to be maximum 1 minute long.
In total we had, from the very first Idea, till the final delivery about 5
months. So for the real production only about 3 month were left.



*Phosphoros:*
In this trailer we tried to take something disgusting and make it appealing
to the viewer.
https://vimeo.com/93345597 (Password: ITFS2014)

WebSite: http://phosphoros.net

Some Breakdowns:
Rig: http://vimeo.com/92522044
Totale: http://vimeo.com/93522159
Thorax: https://vimeo.com/93522158
Wing: http://vimeo.com/93522573

3D-Team:
Manolya Külköylü (Director, Concept, Design and Animation)
Philipp Mekus (Director, MosquitoModelling+Texturing and Compositing)
Francesco Faranna (Producer)
Kiril Mirkov (Bulb+Envoriment Modelling,Textuing,Shading and
Lighting+Rendering)
Hanna Binswanger (Rigging)
Johannes Franz (Particle Effects)
Vincent Ullmann (Pipeline, MosquitoShading and Lighting+Rendering)

For the Bulb and Envoriment our Workflow was quite simple, using Softimage
and Mudbox for Modelling and Textures.
The Bulb had 2 Versions. The Default one, and a special one for the
CloseUps were the Topological-Pole was in the center of the Deformation. We
had to combine these to Versions for one Shot using ICE.
The Mosquito was modellt in Cinema4D, sculpted in zBrush, retopologized in
3dCoat and Textured in Mari. We painted 4 UV-Tiles for Diffuse, Spec,
SpecRoughness, Bump and some special Maps like Transparancy on the Wings or
GlowEffets on the Body. Also some Maps were animated in Nuke using good old
Roto-Splines.
The GlowEffects on the Body were made using some textures and multiple
layers of SSS and Emission
The big Veins inside the Wings, were procedualy made in Houdini, then
somehow build into the Rig and animated

Rigging and Animation was made in Softimage and cached using Alembic.

The Particle Effects were mostly done in Houdini and renderd with Mantra.
Only the Particles inside the Abdomen were cached via Alembic and renderd
in Arnold.

For Lighting we brought everything back to Softimage and renderd out a
couple of Passes:
- The Light from the Bulb
- The Lights from the Envoriment
- Some Volume Scattering
- Some DustParticles
- UtilityPass (Normals, Pref, P, UVs)
- MattePass

Comp was done in Nuke and editing in Premiere


*Elevator:*
https://vimeo.com/93345598 (PassWord: ITFS2014)


Some Breakdown:
Shameless self Promotion in my Reel at 0:58 and 1:12:
https://vimeo.com/92148829 (Password: 2014_Reel_vu)

Team:
Valentin Kemmner (Director, Design, Sculpting and Animation)
Mareike Keller (Producing)
Jessica Tegethoff (Rigging)
Nathalia Alencar (Texturing)
Manuel Revior (Compositing)
Vincent Ullmann (Pipeline, Shading,Lighing,Rendering)

For the Pith of this Trailer, the Director build the Characters and Set as
Minitures and Animated the hole Shot in one Weekend. Then it took us 3
Month figuring out how to replicate the hole thing in 3D. ;-)

Modelling, Rigging and Animation was done in Maya.
Scultping in Mudbox and Texturing in Mari (1 8k Tile for each Character and
7 8k Tiles for the Set)
Shading, Lighting and Rendering again in Softimage with Arnold. Caches were
done with Alembic.
And Compositing of course in Nuke



*Spiegelei:*
Last but not least, a third 3D-Trailer we produced.
This was not realy a project focused on the final result, but more on
learning and trieng new stuff.

https://vimeo.com/93532984 (Password: ITFS2014)

3D-Team:
Peter Lames (Director, Compositing and lot of everything else)
Tobias Müller (Producing)
Jessica Thegetoff (Animation of the Ambulance and Doctors)
Hanna Binswanger (Rigging of the Doctors and Shading+Rigging of the
Ambulance)
Johannes Franz (Smoke Effect for Ambulance and Coffee)


As said, we experiemnted a bit, so litteraly every 3D-Package was involed
in this Production:
Modo for all the Design and Animatic-Stuff, the Egg, the Stoller, etc etc
3dsMax for Ambulance Modelling and Shading+Rendering
Maya+MtoA for Shading+Rendering the Doctors
Softimage for Rigging+Animation of the Doctors+Ambulance, Rendering the
Floor (with SitoA) and creating the cationTabe (at the end) with ICE




Hope you enjoy watching them.
Besides these 3 Trailer, a couple of other Trailers were produced (even
without Softimage and Arnold).
You could watch them here:
https://www.youtube.com/user/TheFilmakademie/videos


Cheers
Vincent


Re: GridData on Linux-Issue

2014-05-01 Thread Vincent Ullmann
I tested the InsertRow-Example and it failed becouse insertRow() was
introduced in XSI2014.
So i have to rearange my code a bit to overcome this limitation... but
still i thing there is another Error.

As you can see in the ErrorLog, accessing the StringParam works, but the
GridParam dont...
I`m not sure if this is a Linux or a XSI2013 issue


Here is the OutPut i get, by running my DebugCode:

# ERROR : Traceback (most recent call last):
#   File "

GridData on Linux-Issue

2014-04-30 Thread Vincent Ullmann
Hi List,

a plugin i write a few weeks ago, workes fine in Softimage for Windows, but
doesnt in Softimage for Linux.
I made a little Debug-Version (see attatchment).

What basicaly failes might be this line:
[54] gridPar = PPG.grid.value

Does anyone know how the get the GridData-Parameter from a PPG-Callback
(eg. _onInit) ??

Cheers
Vincent



TestSystems:
- multiple Windows7-Mashines + XSI2014
vs.
- CentOS 6.2 + XSI2013
# Python Imports
from win32com.client import constants as c
xsi = Application

def XSILoadPlugin( in_reg ):
	in_reg.Author = "Vincent Ullmann"
	in_reg.Name = "vu_txManager_DEBUG_Plugin"
	in_reg.Major = 0
	in_reg.Minor = 8

	in_reg.RegisterCommand("vu_txManager_DEBUG_Cmd","vu_txManager_DEBUG_Cmd")
	in_reg.RegisterMenu(c.siMenuMainFileSceneID,"vu_txManager_DEBUG_Menu",False,False)
	in_reg.RegisterProperty("vu_txManager_DEBUG_PPG")

	#RegistrationInsertionPoint - do not remove this line
	return True


# Menu
def vu_txManager_DEBUG_Menu_Init( in_ctxt ):
	in_ctxt.Source.AddCommandItem("txManager_DEBUG","vu_txManager_DEBUG_Cmd")

# Command
def vu_txManager_DEBUG_Cmd_Execute():
	PPG = xsi.ActiveSceneRoot.AddProperty( "vu_txManager_DEBUG_PPG", False, "txManager")
	xsi.InspectObj( PPG, None, "txManager", c.siLock, False );

# Create Prop
def vu_txManager_DEBUG_PPG_Define( in_ctxt ):
	PPG = in_ctxt.Source
	PPG.AddParameter3("string", c.siString, "Test" )
	PPG.AddGridParameter("grid")

# Create Layout
def vu_txManager_DEBUG_PPG_DefineLayout( in_ctxt ):
	oLayout = in_ctxt.Source
	# oLayout.Clear()
	oLayout.AddItem("string")
	oLayout.AddItem("grid")



###
###
###
###	###
###		Somethings wrong here?		###
###	###
###
###
###

def updateData():
	gridPar = PPG.grid.value
	
	print "PPG.string: " + PPG.string.value		# --> Works
	print "PPG.grid: " + str(PPG.grid)			# --> Unknown
	gridPar.InsertRow(i)

###
###
###
###	###
###		Somethings wrong here?		###
###	###
###
###
###




def vu_txManager_DEBUG_PPG_OnInit():
	updateData()

Re: VES Award Nominations

2014-01-15 Thread Vincent Ullmann

There are also some active Softimage Users as well:

Outstanding Visual Effects in a Student Project:
Morphium
Linus Stetter

PS (a quick making of):
https://vimeo.com/83544819

On 15.01.2014 12:04, Graham D Clark wrote:
There are a lot more previous Softimage users on that list (some just 
my students, but also many that got their start and used soft in the 
industry.)


Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark

On Jan 15, 2014, at 10:01 AM, > wrote:



nice to see your work getting some deserved recognition.
I also see Harry Bardak mentioned (for gravity, interior) who used to 
be on this mailinglist often – though I doubt softimage got much 
(any?) abuse on gravity.

*From:* Jens Lindgren 
*Sent:* Tuesday, January 14, 2014 11:03 PM
*To:* softimage@listproc.autodesk.com 


*Subject:* Re: VES Award Nominations
This makes me really happy. Congratulations Votch, Vince and everyone 
else on that list!

/Jens


On Tue, Jan 14, 2014 at 10:35 PM, Ben Houston > wrote:


http://www.visualeffectssociety.com/12th-Annual-VES-Awards-Nominees

I notice some softimage guys nominated for Elysium: Torus
(Whiskytree)
and PETA 98% Human (The Mill.)  Congratuations!

--
Best regards,
Ben Houston
Voice: 613-762-4113  Skype: ben.exocortex
Twitter: @exocortexcom
http://Clara.io - Professional-Grade WebGL-based 3D Content Creation




--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 




Re: Render Region Abort

2013-11-15 Thread Vincent Ullmann

Maybe this one:
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cmds/RenderRegionClose.html

Am 15.11.2013 10:15, schrieb Vladimir Jankijevic:

Hello List,

I was wondering if there is a command or an C++ API call that can be 
used to abort the rendering process of a render region. Actually I'm 
looking for the functionality of that little 'X' button that appears 
on the lower right corner of the main window while the region is 
rendering. I couldn't find anything in the manual :(


Thanks
Vladimir




Re: 3d point position to 2D screen X/Y pixel position

2013-10-24 Thread Vincent Ullmann

Am 24.10.2013 11:09, schrieb Vincent Langer:

Hi there,

there was a tool that lets you output 2D screen positions from a 3d 
null point or someting like that.


but I can not remember the name.

or ist there an easier way to get that?

cheers,
Vincent



Hi,

you could have a look at the "Set Texture Projection Camera"-Compound.

cheers
Vincent



	
		
			





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Re: align particles on deformed surface by tangent?

2013-09-18 Thread Vincent Ullmann

Another thing you could try:

Vector Flow (by Paul Smith)
Part 1: https://vimeo.com/36709750
Part 2: https://vimeo.com/36710386

Am 19.09.2013 00:27, schrieb Kris Rivel:
That kind of works...but some are still pointed in random directions. 
 But good to know how it should work!


Kris


On Wed, Sep 18, 2013 at 6:19 PM, Kris Rivel <mailto:krisri...@gmail.com>> wrote:


oh so you basically lay out the UV like a grid...so everything is
lined up?  This surface is too high res and detailed to do that.
 But perhaps I can use a neighboring surface that is a simple tube
to extract the value from.

Kris


On Wed, Sep 18, 2013 at 5:54 PM, Vincent Ullmann
mailto:vincent.ullm...@googlemail.com>> wrote:

How is your UV-Map set up? You should make sure the UV-Shells
are all aligned along the same Axis (U or V).
As i build this compound, i made 2 UV-Sets. One for Texturing
and one for Particle-Alignment.

Vincent


Am 18.09.2013 23:40, schrieb Kris Rivel:

Oh and I took a look at this but it doesn't work well for me
for some reason.  They're just pointing in various
directions.  And I have a good uv map: https://vimeo.com/46081934


On Wed, Sep 18, 2013 at 5:39 PM, Kris Rivel
mailto:krisri...@gmail.com>> wrote:

Ugh, sounds like its going to be a head trip for me :-/
 The deformed mesh is a polymesh tube.  I can't change
that.  But maybe I can have a nurbs tube deformed along
the curve too and extract its values?  I'm fine with
getting point normals but not sure the best way to
translate and apply it.

Kris


On Wed, Sep 18, 2013 at 5:33 PM, Alok Gandhi
mailto:alok.gandhi2...@gmail.com>> wrote:

They wont because in effect what you are doing is
just taking the normal, World Yup and crossing them
which will result in a vector perpendicular to both
the normal and the Yup. So during a bend, this result
vector is not tangential to the surface.

You definitely need a vector which is tangential to
the surface at the point where the normal is coming
out of the surface.

I would suggest looking in the approach of getting
neighbour points closest to the normal location and
generating a vector from that instead of using a
cross product at all. Though you have to take care of
the logic around edge vertex. But it can be a good start.


On Wed, Sep 18, 2013 at 5:09 PM, Vincent Fortin
mailto:vfor...@gmail.com>> wrote:

Do you want the axis perpendicular to the normal?
If so use a cross product, plug the normal in the
first input and try something like 0,1,0 for the
second input.


On Wed, Sep 18, 2013 at 4:05 PM, Kris Rivel
mailto:krisri...@gmail.com>> wrote:

I'm trying to make a simple setup where I can
align particles along a deformed/animated
surface based on another vector.  No problem
aligning them on their normal but I want them
to all flow in the same direction along their
other axis...all point forward.  Is there
anyway to do this with a polymesh?  Maybe
through UV data?

Kris

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Re: align particles on deformed surface by tangent?

2013-09-18 Thread Vincent Ullmann
How is your UV-Map set up? You should make sure the UV-Shells are all 
aligned along the same Axis (U or V).
As i build this compound, i made 2 UV-Sets. One for Texturing and one 
for Particle-Alignment.


Vincent


Am 18.09.2013 23:40, schrieb Kris Rivel:
Oh and I took a look at this but it doesn't work well for me for some 
reason.  They're just pointing in various directions.  And I have a 
good uv map: https://vimeo.com/46081934



On Wed, Sep 18, 2013 at 5:39 PM, Kris Rivel > wrote:


Ugh, sounds like its going to be a head trip for me :-/  The
deformed mesh is a polymesh tube.  I can't change that.  But maybe
I can have a nurbs tube deformed along the curve too and extract
its values?  I'm fine with getting point normals but not sure the
best way to translate and apply it.

Kris


On Wed, Sep 18, 2013 at 5:33 PM, Alok Gandhi
mailto:alok.gandhi2...@gmail.com>> wrote:

They wont because in effect what you are doing is just taking
the normal, World Yup and crossing them which will result in a
vector perpendicular to both the normal and the Yup. So during
a bend, this result vector is not tangential to the surface.

You definitely need a vector which is tangential to the
surface at the point where the normal is coming out of the
surface.

I would suggest looking in the approach of getting neighbour
points closest to the normal location and generating a vector
from that instead of using a cross product at all. Though you
have to take care of the logic around edge vertex. But it can
be a good start.


On Wed, Sep 18, 2013 at 5:09 PM, Vincent Fortin
mailto:vfor...@gmail.com>> wrote:

Do you want the axis perpendicular to the normal? If so
use a cross product, plug the normal in the first input
and try something like 0,1,0 for the second input.


On Wed, Sep 18, 2013 at 4:05 PM, Kris Rivel
mailto:krisri...@gmail.com>> wrote:

I'm trying to make a simple setup where I can align
particles along a deformed/animated surface based on
another vector.  No problem aligning them on their
normal but I want them to all flow in the same
direction along their other axis...all point forward.
 Is there anyway to do this with a polymesh?  Maybe
through UV data?

Kris

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Re: Royal Render and Vray

2013-09-13 Thread Vincent Ullmann

We dont use Vray, but RoyalRender...

Check this file:
...\render_apps\_setenv\win\softimage.bat
Make sure to set the correct Workgroup-Paths here for your Version of XSI.

So for example:
(Assuming you have a Networkdrive (X) where your Vray-Workgroup is located)

[...]
:2014
Set "WorkgroupPath=X:\Workgroups\Vray_2014"
goto done
[...]

PS:
Also make sure (in rrConfig) to connect the NetworkDrive








Am 13.09.2013 21:59, schrieb Eric Lampi:
Anyone have this set up? We're getting errors saying that certain 
plugins etc are not installed, yet it can see the workgroups. Our IT 
guys can't seem to figure this out.


Suggestions are appreciated!

Eric
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work




Re: random instance ICE behaviour

2013-09-13 Thread Vincent Ullmann

Had the same Issue a few weeks ago.

After multiple failed Renders, i recreated my Groups.
Added every Object one by one, to be sure they have the same Ordering

So:
Add Object_A_01 to Group A
Add Object_B_01 to Group B
Add Object_A_02 to Group A
Add Object_B_02 to Group B
Add Object_A_03 to Group A
Add Object_B_04 to Group B
Add Object_A_05 to Group A
Add Object_B_05 to Group B
[...]

But... if you only want to change the Material
Put the PointCloud and all Shapes in a Partition and assign the BlackMat 
to this Partition


Or, if you only want to get a Depth-Channel...
Add the "Depth" to your Pass-OutPuts
Also Try "Enable Filter Numeric AOVs" in your ArnoldRenderOptions 
(sometimes Helps, sometimes not)




Am 13.09.2013 18:02, schrieb adrian wyer:


we have a problem;

pointcloud A scatters random geometry from group A on a surface

pointcloud B (which is a duplicate of pointcloud A) scatters random 
geometry from group B on the same surface


with me so far?

the purpose of this is to have the same objects (Arnold standins of 
trees) on 2 clouds, Colour ones for RGB, black ones for depth pass


(you can't override standin materials, scattered with ICE go figure)

problem  the two clouds pick DIFFERENT random objects in each case, 
they DON'T MATCH!


i have a scene to repro if anyone fancies a look. this is a Soft 
problem (the override thing is arnold's)


the workaround is to duplicate cloud A, freeze it, and in a new ICE 
tree, reset the shape using a copy of the original portion of the 
original ICE tree


confused? we were...

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


adrian.w...@fluid-pictures.com 
mailto:adrian.w...@fluid-pictures.com>


www.fluid-pictures.com 
http://www.fluid-pictures.com/>


Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71





Re: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-11 Thread Vincent Ullmann

Stephen just postet a nice Script, regarding this Topic:
http://xsisupport.com/2013/09/11/getting-crash-dirty-exit-and-clean-exit-counts/

Would be nice to se some of your Stats
wondering if i do something completly wrong ;-)

PS:
Here are some Stats from me
https://dl.dropboxusercontent.com/u/32213900/XSI_Crashes.JPG

Am 11.09.2013 11:56, schrieb Doeke Wartena:

I dont use xsi that much but so far i did not have a single crash yet.


2013/9/11 Jens Lindgren <mailto:jens.lindgren@gmail.com>>


Thomas just reminded me that you can put the key map in your
personal workgroup so no need to copy it back and forth.
/Jens


On Wed, Sep 11, 2013 at 11:30 AM, Jens Lindgren
mailto:jens.lindgren@gmail.com>>
wrote:

Haha, yeah, if I switched Arnold that many times I wouldn't
delete my user folder.
I only switch like once a month or something like that.
But instead of deleting the Arnold Render.Preset and all
references to Arnold in default.xsipref, I usually delete the
whole folder and run my script to set all preferences again.
I don't have any addons or plugins at all in my user folder
but instead have a personal workgroup on the network. That way
the farm can still use my personal stuff.
The only drawback is that the recent files and Project Manager
gets cleared but that's sometimes a good thing as well as old
project that has been archived and not accessible anymore gets
cleared out.
Oh, and the key map needs to be backed up and copied back to
the new user folder.
/Jens


On Wed, Sep 11, 2013 at 11:14 AM, Vincent Ullmann
mailto:vincent.ullm...@googlemail.com>> wrote:

Deleteing my UserFolder every time i install Arnold?
So sometimes this might be 5-8 times a day if i work on
multiple Projects at once?
I might give it a try


We are using Softimage2014 here for about 2 Months now.
It didnt crashed on August 9th and September 5th.
On all other Days it crashes every 10 - 60 minutes.
Mostly in combination with external Renderers or ICE

Also i'am not sure how stable it is on Saturday and
Sundays only a few Crahes here.




Am 11.09.2013 09:44, schrieb Jens Lindgren:

I have been using it for about a month and not a single
crash yet. Used the knife tool like crazy on the current
project.
I never migrate the preferences and I delete the user
folder every time it's time to update Arnold. I then have
a script that I run manually to set up all my preferences
again.
/Jens


On Wed, Sep 11, 2013 at 9:23 AM, Szabolcs Matefy
mailto:szabol...@crytek.com>> wrote:

Hey folks

Here most of our artists have plenty of crashes with
Softimage 2014 SP2 (Daily 4-5 on average)

They have crashes on Knife tool, Connect edge,
Texture Editor.

They have migrated their preferences from previous
versions (SI2013 or so)

I myself have also problems, but most of them are
because of an ICE based modeling tool I use for
extrusion.

I want to isolate the source of their crashes, and I
need to know if you have similar issues. I suspect
corrupted memory, but I was told that maybe a user
preference might cause this (it sounds bullshit, to
be honest), but I want to stay on the safe side, so
will test it.

Cheers

___
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Re: Poll. How frequently 2014 SP2 crashes, and when?

2013-09-11 Thread Vincent Ullmann

Deleteing my UserFolder every time i install Arnold?
So sometimes this might be 5-8 times a day if i work on multiple 
Projects at once?

I might give it a try


We are using Softimage2014 here for about 2 Months now.
It didnt crashed on August 9th and September 5th.
On all other Days it crashes every 10 - 60 minutes.
Mostly in combination with external Renderers or ICE

Also i'am not sure how stable it is on Saturday and Sundays only a 
few Crahes here.





Am 11.09.2013 09:44, schrieb Jens Lindgren:
I have been using it for about a month and not a single crash yet. 
Used the knife tool like crazy on the current project.
I never migrate the preferences and I delete the user folder every 
time it's time to update Arnold. I then have a script that I run 
manually to set up all my preferences again.

/Jens


On Wed, Sep 11, 2013 at 9:23 AM, Szabolcs Matefy > wrote:


Hey folks

Here most of our artists have plenty of crashes with Softimage
2014 SP2 (Daily 4-5 on average)

They have crashes on Knife tool, Connect edge, Texture Editor.

They have migrated their preferences from previous versions
(SI2013 or so)

I myself have also problems, but most of them are because of an
ICE based modeling tool I use for extrusion.

I want to isolate the source of their crashes, and I need to know
if you have similar issues. I suspect corrupted memory, but I was
told that maybe a user preference might cause this (it sounds
bullshit, to be honest), but I want to stay on the safe side, so
will test it.

Cheers

___
This message contains confidential information and is intended
only for the individual named. If you are not the named addressee
you should not disseminate, distribute or copy this e-mail. Please
notify the sender immediately by e-mail if you have received this
e-mail by mistake and delete this e-mail from your system. E-mail
transmission cannot be guaranteed to be secure or error-free as
information could be intercepted, corrupted, lost, destroyed,
arrive late or incomplete, or contain viruses. The sender
therefore does not accept liability for any errors or omissions in
the contents of this message, which arise as a result of e-mail
transmission. If verification is required please request a
hard-copy version. Crytek GmbH - http://www.crytek.com -
Grüneburgweg 16-18, 60322 Frankfurt - HRB77322 Amtsgericht
Frankfurt a. Main- UST IdentNr.: DE20432461 - Geschaeftsfuehrer:
Avni Yerli, Cevat Yerli, Faruk Yerli




--
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 




Re: Anyone have examples of writing custom ICE attributes via the SDK?

2013-09-10 Thread Vincent Ullmann

Did you saw this example from the dosc?
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/ICEAttribute.DataArray.html
(2. Example)

Here is a little Snipped i wrote some time ago.
Note: It works only with a Cube. Not with a NonFrezzedPointCloud

[snip]
from win32com.client import constants as c
xsi = Application

# Debug
obj = xsi.Selection[0]

# Create and/or get Attribute
attr = obj.ActivePrimitive.AddICEAttribute("Test", c.siICENodeDataLong, 
c.siICENodeStructureSingle, c.siICENodeContextComponent0D  )


# Populate a List
valueArray = []
for i in range(attr.ElementCount):
valueArray.append(i*i )

# Set List as DataArray
attr.DataArray = valueArray
[/snip]


Am 10.09.2013 23:46, schrieb Alan Fregtman:
What about non-singleton attributes like say a per-point integer? I 
can't get those to be set. I can work around it in my case, but I'm 
curious why it won't work like the docs appear to imply.




On Tue, Sep 10, 2013 at 2:36 PM, Alan Fregtman 
mailto:alan.fregt...@gmail.com>> wrote:


I missed those posts. Thanks Stephen! :)



On Tue, Sep 10, 2013 at 1:49 PM, Stephen Blair
mailto:stephenrbl...@gmail.com>> wrote:


http://xsisupport.com/2012/11/13/scripting-writing-the-dataarray-of-an-ice-attribute/
http://xsisupport.com/2013/03/25/aha-setting-dataarray2d-with-jscript/


On Tue, Sep 10, 2013 at 1:40 PM, Alan Fregtman
mailto:alan.fregt...@gmail.com>> wrote:

Hey guys,

So I called the AddICEAttribute() method, and on its
returned attribute I can't seem to set its .DataArray
property with a simple list of integers. It logs this:

/# WARNING : 3392 - Invalid offset specified while
extracting data from this attribute: /
/# /

...but I'm not extracting anything! I'm trying to SET the
data.

Is there a secret trick to it? I'm trying to use Python.

Thanks in advance.
Cheers,

   -- Alan








Re: Replacing materials from one render engine to another

2013-08-30 Thread Vincent Ullmann

Try this:
MM_Shader-Tools
(http://felixgeremus.com/?page_id=258)

Am 30.08.2013 07:06, schrieb Emilio Hernandez:

Hello folks!

Just want to know if there is already a tool that can automate 
changing shaders from one render engine to another instead of having 
to open the material manager and replace manually each one of the shaders.


Ex:  Change the MR arch for the Arnold Standard Shader.

Thanks and have a good one!

--





Python ShaderDefinitions on your RenderFarm

2013-08-10 Thread Vincent Ullmann

Hey List,

We having some Issues here, with Python-ShaderDefinitions on our RenderFarm.
On our Local Machines, we never had this issue

The LogFile tells us this:
R 77| ' ERROR : File not found in SPDL registry
R 85| ' COM Error: Failed to upgrade the shader. The new definition 
could not be parsed.File not found in SPDL registry - [line 34 in 
SHADERDEFINITIONFILE.py]
An our Renders look wrong (Mostly pink, which means (In Arnold-Language) 
-> Shader not found)


Solution 1:
Of course we first checked line 34, but there was nothing (Comment 
or pretty Default Stuff)

Also the Line Number changes sometimes

Solution 2:
I googled an found this Blog-Post by Stephen Blair:
http://xsisupport.com/2012/09/01/error-file-not-found-in-spdl-registry-during-render/

So i write a quick plugin wich deletes all *.xsiindex and 
*.xsishaderdefcahce files, and it seemed to work


But sometime we still have issues:
In about 50% of our RenderJobs, the Plugin detects 2 Files (1 
xsiindex and 1 xsishaderdefcache) and deletes them.

Softimage recreates this cache, and render will work just fine.

In about the other 50% of our Jobs, my Plugin just detects one file 
(only the *.xsiindex), and deletes only this one. There was no 
xsishaderdefcache-File in the RenderClients UserFolder
But this time the Render will fail. If we reset the Job, there is a 
50% Chance of rendering fine.


It seems like a real game of chance. Sometimes we render a Week 
without issues, sometimes every second Frame breaks, and sometimes hole 
Jobs fail.



So how do you use Python-ShaderDefintions on your RenderFarm?


Some Stats/Infos:
Softimage Version: 2012SAP (previous) and now 2014 (no SP)
Render: SItoA 2.8.0 and 2.9.1
RenderFarm-Software: RoyalRender
Shaders: Some custom Shaders and Kettle-Shaders


Re: How to set the default for a color parameter in a shaderdef?

2013-07-26 Thread Vincent Ullmann

"Is this in python?" == True

Am 26.07.2013 20:35, schrieb Stefano Jannuzzo:
Thanks Vincent, Vladimir. Is this in python? It still doesn't work in 
jscript.


On Fri, Jul 26, 2013 at 6:08 PM, Vladimir Jankijevic 
mailto:vladi...@elefantstudios.ch>> wrote:


like this: paramOptions.SetDefaultValue( [0.5, 0.3, 0.2] )


On Fri, Jul 26, 2013 at 6:05 PM, Stefano Jannuzzo
mailto:stefano.jannu...@gmail.com>>
wrote:

Hi folks.
In a shaderdef define function, I can create a color param and
set its default value to a mid gray by

paramOptions = XSIFactory.CreateShaderParamDefOptions();
paramOptions.SetDefaultValue(0.5);
params.AddParamDef("color", siShaderDataTypeColor3, paramOptions);

Any idea how to set each channel independently?
Thanks. Stefano







Re: How to set the default for a color parameter in a shaderdef?

2013-07-26 Thread Vincent Ullmann

Becouse it partly fits on this Topic:

Does anyone know how to set the Viewport-Mapping in a 
Python-ShaderDefinition?


In a SPDL-File you can set a it via
ui "mapping"

Is there a similar function for Python?



Am 26.07.2013 18:08, schrieb Vladimir Jankijevic:

like this: paramOptions.SetDefaultValue( [0.5, 0.3, 0.2] )


On Fri, Jul 26, 2013 at 6:05 PM, Stefano Jannuzzo 
mailto:stefano.jannu...@gmail.com>> wrote:


Hi folks.
In a shaderdef define function, I can create a color param and set
its default value to a mid gray by

paramOptions = XSIFactory.CreateShaderParamDefOptions();
paramOptions.SetDefaultValue(0.5);
params.AddParamDef("color", siShaderDataTypeColor3, paramOptions);

Any idea how to set each channel independently?
Thanks. Stefano






Re: How to set the default for a color parameter in a shaderdef?

2013-07-26 Thread Vincent Ullmann

Hi,

i have something like this in my Shader-Definitions:

inputParameterOptions.SetDefaultValue([1, 1, 1])



Am 26.07.2013 18:05, schrieb Stefano Jannuzzo:

Hi folks.
In a shaderdef define function, I can create a color param and set its 
default value to a mid gray by


paramOptions = XSIFactory.CreateShaderParamDefOptions();
paramOptions.SetDefaultValue(0.5);
params.AddParamDef("color", siShaderDataTypeColor3, paramOptions);

Any idea how to set each channel independently?
Thanks. Stefano





Re: Texture editor Q: How to fit unwrapped UV set inside 0-1 range?

2013-07-23 Thread Vincent Ullmann
"so is there anything in particular I should pay attention to when 
creating or selecting the texture projection?"


Nothing to special i think.
Just make sure that your Settings in the compound are right. This is 
sometimes a bit tricky with cluster-properties in ICE.
Also it might be a issue if you create your ICE-Tree bevore applying the 
Texture projection



Am 23.07.2013 15:07, schrieb Morten Bartholdy:


Sorry for mailing you directly - my web mail client does that when 
using the reply button.



Here it goes listwise:

- Thanks Vincent

I realize I did not have the version 2.0 of the compound with the 
normalize button - I got the version from rray.de/xsi which is 
apparently 1.0. Logged in to Google and got V 2.0 now :)


Your demo scene works fine, but if I create a new object from scratch 
it seems the compound does not read the texture projection, showing 
red . I am sure this is just user error, so is there anything in 
particular I should pay attention to when creating or selecting the 
texture projection?


Thanks - Morten



Den 23. juli 2013 kl. 14:21 skrev Vincent Ullmann 
:


1) Create your Texture Projection
2) Create a ICE-Tree on your Object
3) Drop the Compound in
4) Conncect the exectute and the in-Port (se ScreenShot)
5) Check the "Normalize"-Button

Am 23.07.2013 14:05, schrieb Morten Bartholdy:

Thanks Vincent,


That looks like what I need. Please forgive me - maybe my
brain is working a bit slow here in the summerheat - how do I
use it?


MB




Den 23. juli 2013 kl. 13:41 skrev Vincent Ullmann

<mailto:vincent.ullm...@googlemail.com> :

You could try the compound i made some time ago:

Link:

https://groups.google.com/forum/#!msg/xsi_list/OHHmaiO2IVU/YVFXtYq1ZGUJ

<https://groups.google.com/forum/#%21msg/xsi_list/OHHmaiO2IVU/YVFXtYq1ZGUJ>


Link2:
http://rray.de/xsi/ -> Search for "Scale UV"


Am 23.07.2013 13:06, schrieb Morten Bartholdy:

I now and then run in to wanting to fit my unwrapped
UV set inside the 0-1 UV space after doing the basic
UV layout, but have yet to find an automatic way, so
eyeballing and hands caling has been my method so far.
Does someone here know - is there indeed a tool (in
the Soft TE) that does this or should I just go on
doing it by hand and eye...?

Morten







Re: Texture editor Q: How to fit unwrapped UV set inside 0-1 range?

2013-07-23 Thread Vincent Ullmann

You could try the compound i made some time ago:

Link:
https://groups.google.com/forum/#!msg/xsi_list/OHHmaiO2IVU/YVFXtYq1ZGUJ 



Link2:
http://rray.de/xsi/ -> Search for "Scale UV"


Am 23.07.2013 13:06, schrieb Morten Bartholdy:


I now and then run in to wanting to fit my unwrapped UV set inside the 
0-1 UV space after doing the basic UV layout, but have yet to find an 
automatic way, so eyeballing and hands caling has been my method so 
far. Does someone here know - is there indeed a tool (in the Soft TE) 
that does this or should I just go on doing it by hand and eye...?


Morten





Re: setting iceAttribute values (c++)

2013-07-18 Thread Vincent Ullmann

They introduced this in 2014

Python:
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_om/ICEAttribute.DataArray.html

C++:
http://download.autodesk.com/global/docs/softimage2014/en_us/sdkguide/si_cpp/classXSI_1_1ICEAttribute.html#ac6e52dd6db12632e390ee738cca58187


Am 18.07.2013 22:31, schrieb ran sariel:

Hey All

I'm trying to set an iceAttribute.DataArray  in my c++ plugin
seems that the object model (or python)  option for setting the DataArray
does not exist for the c++ API,
is there a way around it?.

Cheers
Ran







Re: [SDK] Force ICE-Tree refresh

2013-07-15 Thread Vincent Ullmann

@Sandy:
Hmm... i kind a dont like the Mixer...  ;-)
But i will give him a try tomorrow, for the caching

@Alan:
Yes, i tried a if-node and that worked, but it doesnt seemed like the 
best Solution. :-)

Becouse i had to modify the tree.


Image, you have a Brush-like-Custom-Tool, to modify Particle-Colors. In 
that Case you need interactive Feedback, and dont want to change to much.

I tried commands like the "ResetObject()", but i didnt worked





Am 15.07.2013 23:14, schrieb Alan Fregtman:
Putting in an If node and toggling the condition value couldn't force 
a refresh?




On Mon, Jul 15, 2013 at 4:54 PM, Vincent Ullmann 
<mailto:vincent.ullm...@googlemail.com>> wrote:


Hey List,

Iam looking for a way to reset/reEvaluate a ICE-Tree.
There are currently two examples were i need this.

1.)
I have a Render-Scene with some Point-Clouds reading a single
icecache-file.
When i change the icecache-file on the Disk, my PointCloud wont
update, until i reOpen the Scene or change the Frame-Input on the
Cache-on-File-Node

2.)
I startet to write a Custom-Tool, wich uses the nice new Feature
in 2014 to directly write ICE-Attributes. Everything is working
write now. So i can change a Attribute via a Python_Script or
Cpp-Tool, but the Changes are only visible if i somehow force an
Update (eg. Change something else in my ICETree)

I think this should be possible, but had no succes so far.






[SDK] Force ICE-Tree refresh

2013-07-15 Thread Vincent Ullmann

Hey List,

Iam looking for a way to reset/reEvaluate a ICE-Tree.
There are currently two examples were i need this.

1.)
I have a Render-Scene with some Point-Clouds reading a single icecache-file.
When i change the icecache-file on the Disk, my PointCloud wont update, 
until i reOpen the Scene or change the Frame-Input on the Cache-on-File-Node


2.)
I startet to write a Custom-Tool, wich uses the nice new Feature in 2014 
to directly write ICE-Attributes. Everything is working write now. So i 
can change a Attribute via a Python_Script or Cpp-Tool, but the Changes 
are only visible if i somehow force an Update (eg. Change something else 
in my ICETree)


I think this should be possible, but had no succes so far.


Re: CustomTool Pick

2013-06-17 Thread Vincent Ullmann

Hi,
thanks for your response.

"Also picking generally uses a small region around the cursor"
This might be the Issue. So sometimes Pick will get a Object, but my 
GetRaycastIntersections will fail then becouse of that Radius.
I assuemd Pick and Raycast will work similar enough so i could be sure 
to use Raycast-Information without have to recheck them.


I saw Piotrek's Snippet bevore. I learend a lot from this (so thanks 
here) but i dint understood why he was checking "everything" twice. Now 
i know. ;-)


Vincent


Am 17.06.2013 12:42, schrieb Brent McPherson:

Hi Vincent,

The first place to start is by checking the return values to make sure the 
calls succeed before attempting to use the  values.

Just because picking got an intersection doesn't mean the point locator query 
will succeed because they are using different techniques for testing 
intersection. Also picking generally uses a small region around the cursor. (so 
you could still get a picking hit when your cursor is a few pixels outside the 
surface)

I found this code snippet from Piotrek on this thread that shows how to check 
the point locator setup/results for errors.

http://www.si-community.com/community/viewtopic.php?f=16&t=2595

I think that with proper error checking your issue will probably go away.
--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: 14 June 2013 20:35
To: softimage@listproc.autodesk.com
Subject: CustomTool Pick

Hey List,

currently i try to develop a little CustomTool.
Most of it works fine, except one annoying Issue.

I use the Pick-Command to get a current Location under my Cursor
As demonstrated in the attached picture, when the cursor is near the
Edge between Object and ViewportBackground there seems to be an Error.

Does anyone know how to avoid this?





CustomTool Pick

2013-06-14 Thread Vincent Ullmann

Hey List,

currently i try to develop a little CustomTool.
Most of it works fine, except one annoying Issue.

I use the Pick-Command to get a current Location under my Cursor
As demonstrated in the attached picture, when the cursor is near the 
Edge between Object and ViewportBackground there seems to be an Error.


Does anyone know how to avoid this?

in_ctxt.GetMousePosition( cursX, cursY );
CLongArray l_points;l_points.Add( cursX);   l_points.Add( cursY );
CRefArray pickObjs;

in_ctxt.Pick( l_points, siPickSingleObject, siPickRaycast, L"", CRefArray(), 
pickObjs );
if( pickObjs.GetCount() != 0 && X3DObject(pickObjs[0]).GetType() == L"polymsh"  
)
{
// Try to get a Object
CLine worldRay;
in_ctxt.GetWorldRay(cursX, cursY, worldRay);
CVector3   rayO = worldRay.GetOrigin();
CVector3   rayD = worldRay.GetTangent();

X3DObject pickObj(pickObjs[0]);
PointLocatorData locs = 
pickObj.GetActivePrimitive().GetGeometry().GetRaycastIntersections(1, 
(double*)&rayO, (double*)&rayD, siSemiLineIntersection );
pickObj.GetActivePrimitive().GetGeometry().EvaluatePositions(locs, -1, 
0, (double*)&worldPos);  
}   
else
{
in_ctxt.GetWorldPosition(   cursX, cursY, worldPos  );
}<>

Re: ICE: getting subsurface index

2013-06-10 Thread Vincent Ullmann

Did you try the "reinterpret Location"-Node in ICE?
Not sure if it works with your Subsurface-Index, but in general it 
soundsa like it would work for you.


Position -> [Get Closest Location (on Mesh A)] -> [reinterpret Location 
(On Mesh B)] -> Get Position



If you do it in a Custom Op or anything SDK, you could still evaluate 
Locations on different geometries. More or less the same like the 
pseudo-ICE graph above.

Get location on Mesh A -> myLoc
MeshB.ActivePrimitve().Geometry().EvaluatePosition(myLoc) //something 
like that




Am 10.06.2013 21:03, schrieb Matt Lind:


I have to write a tool which remaps a position from a surface mesh 
onto another surface mesh.  I am hoping to use ICE, but am running 
into a barrier -- how to obtain the subsurface index of a surface mesh 
which a location was found.


Anybody?

Matt





Re: unloading a plugin, recompiling and reloading it in softimage.

2013-06-03 Thread Vincent Ullmann

Hi,

Not for Linux, and kind a just repeating what you already wrote...

for me unloading, recompiling, reloading worked well on Windows7 64bit 
and Softimage2012SAP

for some CustomOperator-Plugins (C++).

What i did exactly was:
Inside the PluginManager
right-click on the Plugin
select "Unload"
Go to Sublime (or Visual Studio)
recompile
Back To XSI:
PluginManager -> Update All


Am 03.06.2013 18:36, schrieb ran sariel:

Hi All

I'm compiling a plugin for soft on linux,
every time I make a change it seems that soft will not pick up the 
changes until I restart it. which is tedious and time consuming.

I tried unloading the plugin (with remove option), compiling reloading,
unloading the plugin, remove the old one from disk!!, compile / 
reload. no luck.


I'm probably missing something basic about the way soft handles 
resources, but couldn't find any clue in the docs.


does anyone have a better workaround than relaunch soft?

Cheers
Ran






Re: Python Multiprocessing in Softimage

2013-05-30 Thread Vincent Ullmann

Hmm... ok, thanks

Is it possible to write a multiThreaded CustomOperator in C++ ?
I already build a simpler version of my ScriptedOp in C, so i might 
"just" make it multiThreaded ;-)

But first it would be nice to know if Softimage could handle this


Am 31.05.2013 00:36, schrieb Matt Lind:

Outside of ICE, the SDK is not thread safe.

Matt




Python Multiprocessing in Softimage

2013-05-30 Thread Vincent Ullmann

Hi List,

i tried to optimize performance of a scripted operator i wrote, by 
adding multithread-support.
So i got a Test-Script working fine in Sublime-Text, but as soon as i 
try to run is from inside Softimage's ScriptEditor or in a 
ScriptedOperator it breaks.


It gives me this error:
# PicklingError: Can't pickle : it's not 
found as __ax_main__.Worker


Cant find any results in Google, but maybe someone here know how to do it

PS:
No, in this case i cant go to ICE and do my stuff there. ;-)

import multiprocessing

class Worker(multiprocessing.Process):
def __init__(self, num, outQue):
multiprocessing.Process.__init__(self)
nThreads = multiprocessing.cpu_count()

self.num = num
self.low =  num * (tMax/nThreads)
self.high = (num+1) * (tMax/nThreads)
self.outQue = outQue
 
def run(self):
out = 0
for i in range(self.low, self.high):
out+=i
print "Thread:" + str(self.num) + " (" + str(self.low) + " - " 
+ str(self.high) + ")" + " -> " + str(out) #Debug
self.outQue.put(out)


##  
#   Main
##

#if __name__ == "__main__": #   Sublime
if __name__ == "__ax_main__":   #   XSI

nThreads = multiprocessing.cpu_count()
results = multiprocessing.Queue()   # Queue to Store Results global

tMax = 123456789

# Create and Start workers
workers = []
for i in range(nThreads):
w = Worker(i, results)
workers.append(w)
w.start()

# Wait for Workers to Finish and get Results from Queue
out = 0
for w in workers:
w.join()
out+=results.get()

print "--"
print "Result: " + '{:,}'.format(out)
print "--"

[Cpp] Custom ICE Node IndexSet-Issue

2013-05-26 Thread Vincent Ullmann

Hi List,

since last night im Fighting against C++ and its looking bad for me 
right now...


For now i just want to get the Absolute Index of a IndexSet But 
somehow this brakes.
In my ScriptLog everything seems fine, but in my ICE-Tree i get 
different Results.


There might just be a simple Error... but i just dont get it...

OutPuts:
ID:Log:ICE:
001
111
223
333
445
556


Here are the last Lines of my Code wich aren't OutCommented

[Code "Register"]
/st = nodeDef.AddOutputPort(ID_OUT_StrandPos,//
//siICENodeDataVector3,//
//siICENodeStructureArray,//
//siICENodeContextComponent0D,//
//L"Strand Positions",L"Strand 
Positions");//

//st.AssertSucceeded( ) ;/
[Code End]

[Code "... Evaluate"]
/CDataArray2DVector3f outData( in_ctxt );//
//
//CIndexSet indexSet( in_ctxt );//
//for(CIndexSet::Iterator it = indexSet.Begin(); 
it.HasNext(); it.Next())//

//{//
//CDataArray2DVector3f::Accessor aOut = outData.Resize( 
it, 1 );//

//k = it.GetAbsoluteIndex();//
//
//Application().LogMessage("k: " + CString(k));//
//aOut[0].Set( k, 0, 0); //
//}/
[Code End]

PS:
Of course this isnt the Code i aim for.
Its just my actual Debugging state. Later i want to have a 
Array-per-Point-Context, therefor i (suppose) need the 2D-Array


A solution would be to Build a similar Construct like, in the 
Load-Alembic-Curves-Compound (output a Big VectorArray and SizeArray, 
and reSelecting them to a per Point-Context in ICE itself). But i think 
its cleaner to solve this right in the node itself.




Re: WeightMap : Set the maximum value without the Weight Map Generator

2013-05-23 Thread Vincent Ullmann

Hi,

seems like you could set this in ICE.. using a "Set-Data" Node pointing 
at "this.cls.WeightMapCls.Weight_Map.MaxWeight" (change it if your 
Weightmap has another name)



Am 23.05.2013 19:45, schrieb Jeremie Passerin:

Hi list !

I have a weightmap that is frozen , which mean I don't have the 
weightmap generator op anymore. The weightmap is limited between 0 and 
1 and I need to go higher than that.
I looked at the weight map parameters and there is a wmax parameter 
defining the maximum limit of the weight map. Unfortunately this 
parameter is also limited to 1.


I tried to change the maximum limit of the parameter but it dosn't 
seem to be possible.


How does the Weight Map Generator manage top change the maximum limit 
and we can't change it manually ?


Anyone has a way to change the limit of the weight map without the 
weight map generator op ?



The only work around I have is to create another WM setting the limit 
using the WMGenerator op and copy the values of my first WM to the new 
one... but what a pain just to change the limit of a WM.


thanks,
Jeremie




Re: Camera match to User View

2013-05-11 Thread Vincent Ullmann

Just to add something...
I just found, the place where User-Cameras (and Top/Left/...) live..

Set your Explorer to "Application" -> Views



Am 11.05.2013 03:50, schrieb David Gallagher:

Wow, thanks!


On 5/10/2013 7:38 PM, Vincent Ullmann wrote:

Just cant sleep. ;-)
Here you Go...

Select your "real"-Camera
Run script
Choose ViewPort you want to Match (A,B,C,D)

Am 11.05.2013 01:25, schrieb Lp3dsoft:
Rings a bell, I remember it as one of a set of camera tools that 
Chinny did


On 11 May 2013, at 00:08, David Gallagher 
 wrote:


I seem to remember using a script that creates a camera and matches 
it to the User View, but I can't find it now.


Sound familiar to anyone?








<>

Re: Camera match to User View

2013-05-10 Thread Vincent Ullmann

Just cant sleep. ;-)
Here you Go...

Select your "real"-Camera
Run script
Choose ViewPort you want to Match (A,B,C,D)

Am 11.05.2013 01:25, schrieb Lp3dsoft:

Rings a bell, I remember it as one of a set of camera tools that Chinny did

On 11 May 2013, at 00:08, David Gallagher  wrote:


I seem to remember using a script that creates a camera and matches it to the 
User View, but I can't find it now.

Sound familiar to anyone?




import win32com.client
c = win32com.client.constants
xsi = Application


# Property Page
oProp = XSIFactory.Createobject("CustomProperty")
oLayout = oProp.PPGLayout
oLayout.Clear()

oProp.AddParameter3("Views", c.siInt2)
aViews = ["A", 0, "B", 1, "C", 2, "D", 3]
oLayout.AddEnumControl( "Views", aViews, "Views", c.siControlCombo)

xsi.inspectobj( oProp , "", "Match UserCam", c.siModal)


cam = xsi.Selection[0].Name
user= "Views.View" + ["A", "B", "C", "D"][xsi.GetValue(oProp.Views)]
+ ".UserCamera"

# Match SRT
xsi.MatchTransform(cam, user, "siSRT", "")


cam += ".camera"
user+= ".camera"

# Cam Props Tab "Primitive"
xsi.SetValue(cam + ".aspect",   xsi.GetValue(user + ".aspect")  
, "")
xsi.SetValue(cam + ".pixelratio",   xsi.GetValue(user + 
".pixelratio")  , "")
xsi.SetValue(cam + ".fov",  xsi.GetValue(user + 
".fov") , "")
xsi.SetValue(cam + ".fovtype",  xsi.GetValue(user + ".fovtype") 
, "")
xsi.SetValue(cam + ".interestdist", xsi.GetValue(user + 
".interestdist"), "")
xsi.SetValue(cam + ".near", xsi.GetValue(user + 
".near"), "")
xsi.SetValue(cam + ".far",  xsi.GetValue(user + 
".far") , "")
xsi.SetValue(cam + "..projplane",   xsi.GetValue(user + 
".projplane")   , "")
xsi.SetValue(cam + "..projplanedist",   xsi.GetValue(user + ".projplanedist")   
, "")

# Cam Props Tab "Proj Plane"
xsi.SetValue(cam + ".projplane",xsi.GetValue(user + 
".projplane")   , "")
xsi.SetValue(cam + ".projplanewidth",   xsi.GetValue(user + ".projplanewidth")  
, "")
xsi.SetValue(cam + ".projplaneheight",  xsi.GetValue(user + ".projplaneheight") 
, "")
xsi.SetValue(cam + ".projplaneoffx",xsi.GetValue(user + ".projplaneoffx")   
, "")
xsi.SetValue(cam + ".projplaneoffy",xsi.GetValue(user + ".projplaneoffy")   
, "")

Re: Camera match to User View

2013-05-10 Thread Vincent Ullmann
If you right-click on the CameraIcon in your User-View, and select 
"Select Camera". You get the User-Cam as an sceneObject.

Hit Enter or Strg-K to get the PropertyPages for your FOV or Kinematics.

Am 11.05.2013 01:08, schrieb David Gallagher:


I seem to remember using a script that creates a camera and matches it 
to the User View, but I can't find it now.


Sound familiar to anyone?






Re: [Script] Multiple Pick Session

2013-05-06 Thread Vincent Ullmann

I just hoped there would be a "cooler" Solution. ;-)

Am 06.05.2013 21:03, schrieb Ponthieux, Joseph G. (LARC-E1A)[LITES]:

Are you having difficulty with it or just looking for a different way to do it?

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Ullmann
Sent: Monday, May 06, 2013 2:54 PM
To: softimage@listproc.autodesk.com
Subject: Re: [Script] Multiple Pick Session

Yes,
i already build a While-Loop, quite similar to Alans-Post

Nevertheless, thanks Eric

Am 06.05.2013 20:52, schrieb Matt Lind:

He already pointed to a post with plenty of code.

Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric
Thivierge
Sent: Monday, May 06, 2013 11:48 AM
To: softimage@listproc.autodesk.com
Subject: Re: [Script] Multiple Pick Session

If you need to see some code rather than just being told it is possible take a 
look at Alan's post:
http://darkvertex.com/wp/2012/07/05/xsi-picking-forever-in-python/

Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On 06/05/2013 2:32 PM, Matt Lind wrote:

No changes.  Everything you need for a multi-pick session is already provided.


Matt


-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent
Ullmann
Sent: Monday, May 06, 2013 11:21 AM
To: softimage@listproc.autodesk.com
Subject: [Script] Multiple Pick Session

Hi everyone,

how could i start a picking-Session for multiple Object?
Found this topic:
https://groups.google.com/forum/?hl=de&fromgroups=#!searchin/xsi_list
/ pick$20multiple/xsi_list/gv5cwbuYvgE/Jh3KUJrrb68J
<https://groups.google.com/forum/?hl=de&fromgroups=#%21searchin/xsi_l
i st/pick$20multiple/xsi_list/gv5cwbuYvgE/Jh3KUJrrb68J>

Are there any improvements since the last 6 Years?








Re: [Script] Multiple Pick Session

2013-05-06 Thread Vincent Ullmann

Yes,
i already build a While-Loop, quite similar to Alans-Post

Nevertheless, thanks Eric

Am 06.05.2013 20:52, schrieb Matt Lind:

He already pointed to a post with plenty of code.

Matt



-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Monday, May 06, 2013 11:48 AM
To: softimage@listproc.autodesk.com
Subject: Re: [Script] Multiple Pick Session

If you need to see some code rather than just being told it is possible take a 
look at Alan's post:
http://darkvertex.com/wp/2012/07/05/xsi-picking-forever-in-python/

Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On 06/05/2013 2:32 PM, Matt Lind wrote:

No changes.  Everything you need for a multi-pick session is already provided.


Matt


-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent
Ullmann
Sent: Monday, May 06, 2013 11:21 AM
To: softimage@listproc.autodesk.com
Subject: [Script] Multiple Pick Session

Hi everyone,

how could i start a picking-Session for multiple Object?
Found this topic:
https://groups.google.com/forum/?hl=de&fromgroups=#!searchin/xsi_list/
pick$20multiple/xsi_list/gv5cwbuYvgE/Jh3KUJrrb68J
<https://groups.google.com/forum/?hl=de&fromgroups=#%21searchin/xsi_li
st/pick$20multiple/xsi_list/gv5cwbuYvgE/Jh3KUJrrb68J>

Are there any improvements since the last 6 Years?







[Script] Multiple Pick Session

2013-05-06 Thread Vincent Ullmann

Hi everyone,

how could i start a picking-Session for multiple Object?
Found this topic: 
https://groups.google.com/forum/?hl=de&fromgroups=#!searchin/xsi_list/pick$20multiple/xsi_list/gv5cwbuYvgE/Jh3KUJrrb68J 



Are there any improvements since the last 6 Years?


Re: disconnected edges?

2013-05-06 Thread Vincent Ullmann

Try something with "Is Boarder"

eg.:
Get all Points of Mesh, as Location.
Use a Filter with "Is Border"
Get Distance between Points and Particles
Get Array minimum.
Find that Value in the Distance-Array to get the Index-> Thats the 
might be the Index of the closest Border-Point




Am 06.05.2013 16:04, schrieb Paul Griswold:

Hey guys -

Is there a way to get the location of the nearest disconnected edge 
and set that as the goal for my particles?


I'm using Eric Mootz's emTV compounds to grow a mesh & I want to 
attract particles to the newly created disconnected edges.


Thanks,

Paul





Re: uv ratio question

2013-04-28 Thread Vincent Ullmann

Hi

We usualy use UV-Layout
(its a awsome standalone with a quite good XSI-Plugin)

Doing it in ICE shouldnt be possible:
Get Get "PolyhonArea" and Calcutale a UV-Area by "Vertex-to-node" 
"NodePosition" and "SomeMath"



Am 27.04.2013 20:07, schrieb Manuel Huertas Marchena:


Hi there!

I am wondering if someone knows how to set uv island ratio to many 
objects or even into uv islands of the same object.
In maya I use a really useful plugin called "uv ratio pro", its a 
nifty plugin that allows you to set uv ratio from a uv island
or object and as I ve said previously, re-apply it across many objects 
/ uv islands.


I struggle a little bit with xsi when having to handle many objects 
and have a consistent uv ratio without too much hand manipulation.
I was wondering how do you guys approach uv ratio across objects, or 
if you know a way to achieve something similar, maybe with ice?


Thanks for your time!
regards


-Manuel




IMDB | Portfolio 
| Vimeo 
| Linkedin 





Re: Creating new camera view in the Layout Editor

2013-04-26 Thread Vincent Ullmann

I suppose you could ony have one ViewManager, becouse ist some limitation.

The only solution i came up with:
Create a "Object View" (Alt + 8) and set it to View-> All Objects

Am 26.04.2013 17:02, schrieb Adam Seeley:

Happy Friday Folks,

Does anyone know how to add extra Camera Views to a Layout?

I'd like to use the Layout Editor to create some extra camera views on 
my 2nd monitor in a dual layout mode.
"Camera" isn't one of the selectable views though when I create a new 
Pane.
"View Manager" is a selection, but it seems you can only have one of 
those at a time, which would blow away my normal camera views.


Many thanks,

Adam.
-
Yoyo Digital Ltd.
http://www.linkedin.com/in/adamseeleyuk 


https://vimeo.com/adamseeley 







Re: Native UDIM support?

2013-04-18 Thread Vincent Ullmann

Am 18.04.2013 18:20, schrieb Alok Gandhi:
We have developed an in-house node in Arnold just to do that. I think 
the best solution for now is to compile your own render tree node for 
reading Mari Textures.



On Thu, Apr 18, 2013 at 8:53 AM, Arvid Björn > wrote:


Hey,

If anyone at Autodesk is listening, I'd like to talk about getting
some support for UDIM and Mudbox's tiled numbering conventions.
With Mari becoming the go-to tool for texturing, our workflow
would obviously get a lot easier if I didn't have to load all
those textures and build compounds for connecting them all. Arnold
seems to have a simple enough solution where you just write
"file..tif" and then Arnie figures out the rest. Perhaps a
specialized Image node would be a neat solution?

In the meantime, are there any good tricks for using UDIM in
softimage that might not be obvious, and apart from creating
compounds of mixers?

Thanks for listening!





--

If you are using Arnold there is a build in support
https://support.solidangle.com/display/SItoAUG/Texture+Tokens

Never used this my self, but it seems to be there ;-)


Re: ICE Topo Clone from group of objects onto Particles?

2013-03-30 Thread Vincent Ullmann
In Thunderbird i cant see any attatchments, what is quite annoying... 
becouse thats my usual email-checking tool.

Wenn i view the mails via mail.google.com i see these attatchments.


Am 29.03.2013 23:39, schrieb Ahmidou Lyazidi:

I can see the attachment too!

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos


2013/3/29 Dan Yargici mailto:danyarg...@gmail.com>>

I can see them (Gmail)

DAN


On Fri, Mar 29, 2013 at 1:32 PM, Stephen Blair
mailto:stephenrbl...@gmail.com>> wrote:

Hi Gray
I don't see any attachments.
This happened last time you posted a screenshot too. I
couldn't find the attachments



On 28/03/2013 6:46 PM, Grahame Fuller wrote:

Do these compounds help? I've posted before but for some
reason the attachments don't seem to make it into the
archives.

They were designed to copy particle instances to real
topology, but obviously you don't actually need instances
but just an integer for the object index in the group.

Usage notes:

To use, put Convert Instances to Mesh in an ICE tree on an
empty mesh. It works only with the "self" object. You also
need to store the shape index on the point cloud and
reference it in the compound's ppg. To transfer
attributes, attach one of the Transfer compounds to the
Execute port - there's one for each component type.

If you transfer the MaterialIDs, then you can use the Copy
Materials checkbox. This works only if all objects in the
group have identical Materials arrays.

The transfer is based on finding locations on the group
geometry, so it's best to move the instance masters apart
if they overlap.

It uses the 2013 version of Build Array from Set which
supports topology-type attributes. To use it with
Softimage v2012, you'll need to replace it with Build
Array from Per Point Data.

gray

From: softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com
] On
Behalf Of Eric Thivierge
Sent: Thursday, March 28, 2013 06:30 PM
To: softimage@listproc.autodesk.com

Subject: Re: ICE Topo Clone from group of objects onto
Particles?


Thanks but I need it as actual geometry using ice topology
On Mar 28, 2013 6:09 PM, "Daryl Dunlap"
mailto:twinsnakes...@gmail.com>>> wrote:
Hey Eric,

There's an example in the Docs for just that scenario.


http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/ipart_instances_UsingGroupsofMasterObjects.htm,topicNumber=d30e291285

On Thu, Mar 28, 2013 at 6:03 PM, Eric Thivierge
mailto:ethivie...@gmail.com>>> wrote:
Trying to clone a group of meshes and place them at
particle positions from a cloud using ICE Topo. Is there a
way to get any of the built in compounds to do this? Not
seeing any compounds or sample scenes doing this.

So to review I have 5 meshes in a group and a particle
cloud. I want to randomly get a mesh out of the group and
stick it where a particle is.


Eric Thivierge
http://www.ethivierge.com








Re: Generating a stable sample set

2013-03-01 Thread Vincent Ullmann

You cpuld try this
[Just guessing]

Generate a Sample Set on a Non-Deforming Geometry
Grab a "Reinterpret Location on new geo-Node" and set this PointPosition

Am 01.03.2013 20:46, schrieb Philip Melancon:
Hi, do any of you know of a way to generate a /stable /surface sample 
set from a geometry?


What I'm trying to do is to have particles stick to a deforming 
surface but I want to avoid the use a simulation tree (for animation 
purposes). It should be a simple thing to do, but there doesn't seem 
to be any built in way to do it, at least none that I've found so far.


I assumed that a sample set generated in the modelling stack would 
either stick to the deforming geo by itself, or that we could simply 
create an ice tree in the animation stack that would read/write the 
location back to the position. It's quite frustrating to see that 
something as "simple" as this needs a simulated tree.

--
Philip Melancon
Lead crowd TD
Modus FX




Re: Force ppg to open on script launch

2013-01-08 Thread Vincent Ullmann

quick addition:

Use
op = Application.ApplyOp("Smooth", "torus", 3, siPersistentOperation, 
null, 0)

Application.InspectObj(op,null,null, *silock*)

so you could lock the PPG, so that it wont disapear if you run another 
command after this




Am 09.01.2013 00:47, schrieb Matt Lind:


Generally speaking, you don't want PPGs and other UI displaying when 
running code.  That's why ApplyOp() doesn't spawn a PPG.  The menu 
that calls the smooth deformer probably has a little code wrapped 
around ApplyOp() to open the PPG if successful.


Matt

*From:*softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of *Adam Sale

*Sent:* Tuesday, January 08, 2013 3:40 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Force ppg to open on script launch

I'm a little confused as to why the following does not work:

Get a sphere

Run Deform  > Smooth

PPG appears and all is good.

Now, take the generated command and run it through the script editor

ApplyOp("Smooth", "torus", 3, siPersistentOperation, null, 0);

This time, no PPG appears.

Any idea why? And is there a way to force a ppg launch when I tun the 
command from a button or from the script editor?


Thanks :-)


Adam





Re: Place Highlight Tool

2012-12-04 Thread Vincent Ullmann

Am 04.12.2012 10:16, schrieb Eugen Sares:

Hi,
I'd have good use for a tool to place highlights/reflections.
Select a light (or any other scene object), click/move cursor over any 
surface, and the light gets placed on the reflected ray of the camera 
-> surface point ray.

3ds max has such a tool since forever.
For Softimage, I could only find an old script by Guy Rabiller. Did I 
miss something?


Should be possible to implement this nicely with the Tools SDK, I guess.
Anyone?

Thanks!
Eugen


So here is the script + comound i made some time ago.
It's made for Arnold Quad and Disc-Lights... but you could easely modify 
the script.


DemoVideo: https://vimeo.com/54903257
Password: "XSI_MailingList"

Compound and Script: 
http://www.loqy.de/_XSI/Public_Tools/121205_ICE_Light.zip


HowTo:
- Sellect some Components on your Mesh (Points, Polygons, Edges) for 
initial placing

- Go to Get/Prmitive/Light/Add_ICE_*_Light
- Move the Light-Intrest around to see results.

Tipps:
- View throug your Camera (Not User)
- Use Polygon-Snapping

Known Bugs:
- Dont work if your Geo is under a Model-Node
- Lots of other improvable things...

PS: Sorry again for the horrible VideoRecordingQuality. As mentioned on 
Vimeo... i planed to rerecord this, but somehow forgot about it :)


Re: ICE push particles away from curve

2012-12-04 Thread Vincent Ullmann

Am 04.12.2012 20:10, schrieb Kris Rivel:
I'm looking for a way to push particles away from a curve as they flow 
along it.  I have a nice flow working but would like an option to 
bring them closer to the curve or further away but still follow the 
path.  Any ideas?  Thanks.


Kris


Try:
-Get Closest Location (PointPosition to Curve) --> Get PointPositon 
= "CurvePos"

-Normalise (Subtract ("CurvePos", "PointPosition")) --> "CurveForce"
-PointPosition  + ("CurveForce" * Strength) -> Set PointPosition


Re: Place Highlight Tool

2012-12-04 Thread Vincent Ullmann
I did something like that some time ago.. but never got the time to 
release it. :)


What i just did (in a Script):

- Create a Null
- Create a Light
- Get Camera
- Get Mesh

- Add the "Constrain to Closest Surface"-ICE-Tree to the Null to 
constrain it to the MeshSurface

- Do some Math:
- Closest Location from Null to Mesh -> get Position + get 
Normal
- Get Angle Between "NullPos-CameraPos"-Vector and 
"Normal-Vector"
- Rotate the Normal-Vector about the DoubleAngle around the 
CrossProduct of "NullPos-CameraPos"-Vector and "Normal-Vector"
- Normalise this Result and Multiply by something (to add 
Some Distance)
- Do a ICE-Pose-Constrain on the Light to "NullPos + 
ResultVector"

- Add a LookAt-Constrain on the Light to the Null.

PS: I'am not sure if this is the exact way i did it but i will have 
a look in my "Not-Finisched-ICE-Tools"-Folder, when i'am at home, there 
should be a working solution.




Am 04.12.2012 17:27, schrieb Alan Fregtman:

Inspiration http://www.youtube.com/watch?v=G7NGPfFDDZ4 @ 4m:45s

;)



On Tue, Dec 4, 2012 at 5:23 AM, Brent McPherson 
mailto:brent.mcpher...@autodesk.com>> 
wrote:


Hi Eugen,

Yes, it would be simple to do with the Tool SDK.

In fact, we already have a spot light creation tool example that
ships with Softimage (search for SpotLightCreateTool in the custom
tools addon) so only the reflected ray part would need to be added.

Anyone up for the challenge? ;-)
--
Brent

-Original Message-
From: softimage-boun...@listproc.autodesk.com

[mailto:softimage-boun...@listproc.autodesk.com
] On Behalf Of
Eugen Sares
Sent: 04 December 2012 09:16
To: softimage@listproc.autodesk.com

Subject: Place Highlight Tool

Hi,
I'd have good use for a tool to place highlights/reflections.
Select a light (or any other scene object), click/move cursor over
any surface, and the light gets placed on the reflected ray of the
camera -> surface point ray.
3ds max has such a tool since forever.
For Softimage, I could only find an old script by Guy Rabiller.
Did I miss something?

Should be possible to implement this nicely with the Tools SDK, I
guess.
Anyone?

Thanks!
Eugen






Re: ice cache: read or write and suimulate possible?

2012-11-09 Thread Vincent Ullmann

perhabs you could use 2 Cache-on-file-Nodes.

[1. Cache on File Node (Reading)] ---> Execute
[Get Particle Position] - [Array from Set] - [Array Size] - [Test > 0] - 
[Set Data (Sim = True)]


[IF (sim = true)]
[. all your Nodes]
[2. Cache on File Node (writing)]

PS: Need some ICE-Tree-Plugin for eMails





Am 09.11.2012 16:15, schrieb Guillaume Laforge:
Without a custom node, the only solution is maybe to re-compute the 
particle age each frame (using your own attribute) and compare with 
the one from the file. If it doesn't match, execute the simulated 
branch and write it to disc. Assuming that the icecache got an 
attribute like age of course.


Just an idea,

Guillaume



On Fri, Nov 9, 2012 at 10:08 AM, Alan Fregtman 
mailto:alan.fregt...@gmail.com>> wrote:


We don't have a "File Exists" node -- that'd be cool to have though --
so I personally don't see how you could do this with factory nodes
presently.

That said, nothing stops you from writing a C++ ICE node that
checks for files
existing.

On Fri, Nov 9, 2012 at 8:09 AM, Jules Stevenson
mailto:droolz...@googlemail.com>> wrote:
> Hey all, is it possible using the cache on file node to switch
from reading
> to writing if a file on disk is *not* found? (similar to the
awesome cache
> tools in emPolygonizer). Having toyed with this, I'm thinking
not, since ice
> doesn't seem to give us any real access to the cache gubbins or
on disk
> info.
>
> Tentatively thinking about writing an ice node to do this, but
would rather
> not go through this pain if it  can be done with factory nodes.
>
> Many thanks,
>
> Jules






Re: Digital Golem is hiring an FX ICE Freelancer

2012-09-13 Thread Vincent Ullmann

Here is anonther young ICE-fanatic.

But i am busy, and quite happy, for the next 352 Days.
So you could add me to the list, and hope Softimage would be still there 
in 2013. :)


Re: Checking if simulation is done for current frame | beginner scripting question

2012-08-22 Thread Vincent Ullmann
Hi

a solution i use, wheni have to Cache something by script:
i run a ViewPort-Capture.

Didnt got my latest CachingScript here, but i could check this tomorow...
but what i would do:


Some kind of a PseudoCode:
- Open Scene
- Go to Frame 1
- Apply ICE-Tree in SecondaryShape (Add Node: Cache on Frame)
- Set CaptureOptions (Path: C:\Tmp\Capture.jpg / Resulotion: 10x10pixel /
Interactive:false)
- Capture Viewport
- Close Scene


Re: [ICE] Get UVs of GroupMembers

2012-08-19 Thread Vincent Ullmann
Thanks for your reply.
Having all UV-Sets named the same way, wont work in my optimal (or maybe
better say worse) Senario, becouse i want to support GroupMembers who dont
even got any UV-Property.

Found another solution.
I added some ICE-Compound-PPG-Logic and a little Boolean-Checkbox called
"Update-GroupMembers"

Then i added some "Update-GroupMembers"-Code to the PPG-Logic wich connects
all GroupMembers to my Compound, or Delete old connections. Its not live
but its a One-Click-Solution ^^

PS: Fabricio Chamon's "CrowdFX - Material Compounds" are a great Example
and Resource for ICE-Compound-PPG-Logic. :)


Re: ICE string to integer/scalar conversion + reading numbers from object names from within ICE

2012-08-19 Thread Vincent Ullmann
2012/8/19 Chris Chia 

> Just curious, how would you guys do a int/scalars to string conversion in
> ice?
>
> Chris


Like this:
https://groups.google.com/forum/?hl=de&fromgroups#!topic/xsi_list/QWHO_rAN9KE%5B1-25%5D
Second
Post (by me) ^^


Re: Frezze ICE-UVs to TextureEditor

2012-08-14 Thread Vincent Ullmann
Lets talk about ICE-UVs again. :)

Becouse i was quite happy, but still a tiny bit dissapointed by the fact
that Oleg's Script needs a second Mesh, i did some further Testing.
Now i found another aproch, i want to share.

*!!! Not sure how stable this is !!!*
*
*
- Get Empty PolyMesh (or so)

- Apply ICE-Tree and create your Topology (and set)
- Create a ICE-Property containing your UV-Set

- Apply a TextureProjection (do not freeze!)

- Apply another ICE-Tree and Override your TextureProjection with the
ICE-Attribute



Becouse of the Order, the operations are done, it seems like a quite simple
and good way to do it. Now i got  s single Mesh with live UpDating UVs.
To be secure i put my second ICE-Tree in the Shape-Stack, but a few seconds
ago i got it working with both of them in ModelingStack.
<>

Re: Frezze ICE-UVs to TextureEditor

2012-08-13 Thread Vincent Ullmann
@Matt:
Becouse i need a UV-Cluster to apply my ICE-Actions somewhere.

ICE is not build to create new Objects.
Of course you could build new Topology, UV-Values, Particles, etc , but
"never" new Meshes, PointClouds, Nulls, Clusters, UVSets, etc...
please correct me if im wrong


@Oleg:
Probably thats it.
Copying the Topo with ICE may really only copy the raw Topology.
So it gets quite stable. I even was able to Skip the Last "Freeze"-Comand
in your script and hold the UV-Transfer live. So i could modify my ICE-Tree
and see the result live* in the TextureEditor
(Not realy live becouse it always need a click on the RefreshButton.)

I saw all your other stuff in the script you send me. For my final version
i will shrink it, so that it really fit my needs. Or even write the 3
necessary lines on my own. ^^


Re: Frezze ICE-UVs to TextureEditor

2012-08-13 Thread Vincent Ullmann
@Matt:
Sounds meaningful.
But one of my Tests today shoed me that this seems not to be the case.

i did:
- Get Empty Mesh
- Apply ICETree (Create Topo-Part)
- Freeze
- Planar TextureProjection
- Freeze
- Apply ICETree (Create UV-Part)
- Freeze
- Freeze
- Freeze
- [..]
- Open TextureEditor -> Crash


@Oleg:
Thanks! Your Script worked for me.
I got a little look inside and it seems to be the same thing Fabricio did
in his Bake-UV-Script. Got no Idea where is the big diffrence.
Thanks again


Re: Autodesk aquires Naiad

2012-08-13 Thread Vincent Ullmann
As long as i know, Naiad is some kind of Flip-Fluid-Based.

Got a little talk to one of Naiads-Presenters who said that Markus
Nordenstamm is pissed of Houdini becouse they are "inspired" by his
Naiad-Fluid-Algorythm


Re: ICE Topo grow polygon array

2012-07-30 Thread Vincent Ullmann
... and how did you did it?

Saw your prev Screenshot and rememberd how i bother with these problems.
Any Repeat-Nodes?


Re: ICE Topo grow polygon array

2012-07-30 Thread Vincent Ullmann
Did something like this some time ago.

You should try something with some of these nodes:

GetData(Polygon_to_Vertecies)
GetData(VertexIndex)
Find in Array
Get Element Index

GetData(Vertex to Polygons)



But there are lots of Context-Issues
Got no much time to have a lock now maybe i could check this this
evening


Re: ICE: Setting Data in Groups

2012-07-20 Thread Vincent Ullmann
Thanks for your Idea, but is think this wont bring us (me) any further,
becouse is still cant set my Values somewere.

Getting the ArraySubIndiecies would work. (Did this in some other Context
earlier.


ICE: Setting Data in Groups

2012-07-20 Thread Vincent Ullmann
Hi,

want to set some RandomValues on multiple Objects.
So i want to know, if someone knows a solution for setting Data to
GroupMembers in ICE.

So is there any more positive Answer than this:
http://xsisupport.com/2010/08/06/ice-looping-over-group-members-and-setting-data/
 ?


Re: ICE modeling

2012-07-18 Thread Vincent Ullmann
@Rob Chapman:

*You "simply" need a "perPolygon-Context"*
*
*
*Try this:*
*
*
*Get Data (Polygon Index) -> Select in Array (Your Array of Values)  ->
Dispaly This ->SetData (TMP)*
*
*


Re: Optical Flow data from footage into XSI

2012-07-12 Thread Vincent Ullmann
This was nearly the only Part i skipped through in the series, but at least
i remember there was something about oFlow in XSI, from 15:00

https://vimeo.com/44951319


Re: Getting the bounding box for a subcomponentcollection?

2012-07-09 Thread Vincent Ullmann
For the Center i did a little Script some time ago
Sadly it only works when the Object got no Transformations on it.
Also these RotationStuff may be incorrect

To get a BoundingBox, you could try to modify this, so that it keeps the
lowest/highest X/Y/Z-Component and Outputs them
(See the CustomICE-Node-Example "Get BoundingBox", thats exactly the thing
i would do in jScript to get a BoundingBox)



// Get Selection

var oSel = selection(0);

var oSelCtr = Sel_Center(oSel);
 var vVecX = oSelCtr[0];
var vVecY = oSelCtr[1];
var vVecZ = oSelCtr[2];
var vRotX = oSelCtr[3];
var vRotY = oSelCtr[4];
var vRotZ = oSelCtr[5];


// 
// Get Selection Center

function Sel_Center(oSel)
{
var vAllVerts = 0;
var vPosX = 0; var vPosY = 0; var vPosZ = 0;
var vNrmX = 0; var vNrmY = 0; var vNrmZ = 0;

var oSelType = oSel.Type;
switch (oSelType)
{
 // If Poly or Edge
case "polySubComponent":
case "edgeSubComponent":
var vSubCompCount = oSel.SubComponent.ComponentCollection.Count;
for (i=0; i

Re: Caching ICE

2012-07-04 Thread Vincent Ullmann
Did you set the "First-Frame"-Value in the Syflex-Cloth-Compund to the
right Value?

(
http://download.autodesk.com/global/docs/softimage2013/en_us/userguide/index.html?url=files/GUID-1873AC45-01F6-46A0-AA0E-83DD81961A5E.htm,topicNumber=d30e313187
)


Re: testing

2012-06-29 Thread Vincent Ullmann
testing

shhh again! :)