Re: PointLocators in ICE

2013-06-12 Thread Ahmidou Lyazidi
Being able to store them as static ice atttribute and eventuallycache them
would be usefull too !
I'm also curious about why we don't have a deeper access to locations,
could some SI dev elaborate about that?
Is there still rooms for improvement?

Cheers.

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


2013/6/12 Vladimir Jankijevic vladi...@elefantstudios.ch

 +100
 It would be great to have access to this data. The ability to build my own
 locations would be useful sometimes :)
 It's a shame we haven't seen any development in that area :(


 On Wed, Jun 12, 2013 at 1:37 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 locators are more or less that, barycentric coordinates coupled with a
 facet index kinda thing.
 Why they are not exposed atomically isn't 100% clear. It might be some
 eval issues with those atoms if they were to be exposed, just lack of
 foresight in the implementation somewhere back then, simply something
 missing that might one day come, or they might look up additional data of
 sorts (accelstruct?) and can't be decoupled from that.

 Regardless, they can't be cracked open that I know of, not to read from
 them more granular-ly, nor to write directly into or over one.


 On Wed, Jun 12, 2013 at 1:46 PM, Vincent Fortin vfor...@gmail.comwrote:

 Figured I'd start a new thread. This has been arousing my curiosity for
 a while and I need your wisdom :-)

 In Houdini I build locations by providing a polygon index and what is
 called a uv parametric location. The term uv is misleading here. All it
 is, is a coordinate on each polygon plane.

 Softimage's sdk calls it subtriangle barycentric weights. So along
 with the polygon index and the vertex indices I managed to build my
 location in python. I didn't test this thoroughly but I seem to be getting
 an equivalent to what I'm used to in Houdini.

 With regard to recreate this in ICE:
 1) Do we have access to the necessary data? (that is, polygon index,
 subtriangle indices and the normalized weights on the triangle?)
 2) How would we go about assembling it?

 I understand this all sounds a bit abstract. Like everyone I use
 locations a lot in ICE, they're amazing and manipulating them is easy.
 Maybe there is no need for exposing lower-level functionalities.
 I'm merely experimenting here to see how far I can push them. An example
 would be to access those barycentric coordinates and, say, slide a particle
 on a polygon without having to resort to the Get Closest Location node.

 Thoughts?




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---



Re: PointLocators in ICE

2013-06-12 Thread Vincent Fortin
Thanks guys for your answers. That pretty much confirms my suspicions about
locations in ICE. Oh well, hopefully I can make it to the next beta and
make a few suggestions.

Another approach that would serve the same purpose in some cases is to be
able to use texturing UVs to drive the location. Kinda like a UV to
Location but for polygons. Beating a dead horse for sure but this stuff is
so mysterious I can't help wondering...


On Wed, Jun 12, 2013 at 4:18 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 Being able to store them as static ice atttribute and eventuallycache them
 would be usefull too !
 I'm also curious about why we don't have a deeper access to locations,
 could some SI dev elaborate about that?
 Is there still rooms for improvement?

 Cheers.

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


 2013/6/12 Vladimir Jankijevic vladi...@elefantstudios.ch

 +100
 It would be great to have access to this data. The ability to build my
 own locations would be useful sometimes :)
 It's a shame we haven't seen any development in that area :(


 On Wed, Jun 12, 2013 at 1:37 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 locators are more or less that, barycentric coordinates coupled with a
 facet index kinda thing.
 Why they are not exposed atomically isn't 100% clear. It might be some
 eval issues with those atoms if they were to be exposed, just lack of
 foresight in the implementation somewhere back then, simply something
 missing that might one day come, or they might look up additional data of
 sorts (accelstruct?) and can't be decoupled from that.

 Regardless, they can't be cracked open that I know of, not to read from
 them more granular-ly, nor to write directly into or over one.


 On Wed, Jun 12, 2013 at 1:46 PM, Vincent Fortin vfor...@gmail.comwrote:

 Figured I'd start a new thread. This has been arousing my curiosity for
 a while and I need your wisdom :-)

 In Houdini I build locations by providing a polygon index and what is
 called a uv parametric location. The term uv is misleading here. All it
 is, is a coordinate on each polygon plane.

 Softimage's sdk calls it subtriangle barycentric weights. So along
 with the polygon index and the vertex indices I managed to build my
 location in python. I didn't test this thoroughly but I seem to be getting
 an equivalent to what I'm used to in Houdini.

 With regard to recreate this in ICE:
 1) Do we have access to the necessary data? (that is, polygon index,
 subtriangle indices and the normalized weights on the triangle?)
 2) How would we go about assembling it?

 I understand this all sounds a bit abstract. Like everyone I use
 locations a lot in ICE, they're amazing and manipulating them is easy.
 Maybe there is no need for exposing lower-level functionalities.
 I'm merely experimenting here to see how far I can push them. An
 example would be to access those barycentric coordinates and, say, slide a
 particle on a polygon without having to resort to the Get Closest Location
 node.

 Thoughts?




 --
 Our users will know fear and cower before our software! Ship it! Ship it
 and let them flee like the dogs they are!




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---





Re: PointLocators in ICE

2013-06-12 Thread Alan Fregtman
 ... to be able to use texturing UVs to drive the location. Kinda like a
UV to Location but for polygons. Beating a dead horse for sure but this
stuff is so mysterious I can't help wondering...

Maybe ask Gustavo how he approached his UV to Position ICE magic?
https://vimeo.com/36464429





On Wed, Jun 12, 2013 at 11:52 AM, Vincent Fortin vfor...@gmail.com wrote:

 Thanks guys for your answers. That pretty much confirms my suspicions
 about locations in ICE. Oh well, hopefully I can make it to the next beta
 and make a few suggestions.

 Another approach that would serve the same purpose in some cases is to be
 able to use texturing UVs to drive the location. Kinda like a UV to
 Location but for polygons. Beating a dead horse for sure but this stuff is
 so mysterious I can't help wondering...


 On Wed, Jun 12, 2013 at 4:18 AM, Ahmidou Lyazidi ahmidou@gmail.comwrote:

 Being able to store them as static ice atttribute and eventuallycache
 them would be usefull too !
 I'm also curious about why we don't have a deeper access to locations,
 could some SI dev elaborate about that?
 Is there still rooms for improvement?

 Cheers.

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


 2013/6/12 Vladimir Jankijevic vladi...@elefantstudios.ch

 +100
 It would be great to have access to this data. The ability to build my
 own locations would be useful sometimes :)
 It's a shame we haven't seen any development in that area :(


 On Wed, Jun 12, 2013 at 1:37 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 locators are more or less that, barycentric coordinates coupled with a
 facet index kinda thing.
 Why they are not exposed atomically isn't 100% clear. It might be some
 eval issues with those atoms if they were to be exposed, just lack of
 foresight in the implementation somewhere back then, simply something
 missing that might one day come, or they might look up additional data of
 sorts (accelstruct?) and can't be decoupled from that.

 Regardless, they can't be cracked open that I know of, not to read from
 them more granular-ly, nor to write directly into or over one.


 On Wed, Jun 12, 2013 at 1:46 PM, Vincent Fortin vfor...@gmail.comwrote:

 Figured I'd start a new thread. This has been arousing my curiosity
 for a while and I need your wisdom :-)

 In Houdini I build locations by providing a polygon index and what is
 called a uv parametric location. The term uv is misleading here. All it
 is, is a coordinate on each polygon plane.

 Softimage's sdk calls it subtriangle barycentric weights. So along
 with the polygon index and the vertex indices I managed to build my
 location in python. I didn't test this thoroughly but I seem to be getting
 an equivalent to what I'm used to in Houdini.

 With regard to recreate this in ICE:
 1) Do we have access to the necessary data? (that is, polygon index,
 subtriangle indices and the normalized weights on the triangle?)
 2) How would we go about assembling it?

 I understand this all sounds a bit abstract. Like everyone I use
 locations a lot in ICE, they're amazing and manipulating them is easy.
 Maybe there is no need for exposing lower-level functionalities.
 I'm merely experimenting here to see how far I can push them. An
 example would be to access those barycentric coordinates and, say, slide a
 particle on a polygon without having to resort to the Get Closest Location
 node.

 Thoughts?




 --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---






Re: PointLocators in ICE

2013-06-12 Thread Vincent Fortin
Oh nice.. thanks a lot for pointing that out!


On Wed, Jun 12, 2013 at 1:33 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

  ... to be able to use texturing UVs to drive the location. Kinda like
 a UV to Location but for polygons. Beating a dead horse for sure but this
 stuff is so mysterious I can't help wondering...

 Maybe ask Gustavo how he approached his UV to Position ICE magic?
 https://vimeo.com/36464429





 On Wed, Jun 12, 2013 at 11:52 AM, Vincent Fortin vfor...@gmail.comwrote:

 Thanks guys for your answers. That pretty much confirms my suspicions
 about locations in ICE. Oh well, hopefully I can make it to the next beta
 and make a few suggestions.

 Another approach that would serve the same purpose in some cases is to be
 able to use texturing UVs to drive the location. Kinda like a UV to
 Location but for polygons. Beating a dead horse for sure but this stuff is
 so mysterious I can't help wondering...


 On Wed, Jun 12, 2013 at 4:18 AM, Ahmidou Lyazidi 
 ahmidou@gmail.comwrote:

 Being able to store them as static ice atttribute and eventuallycache
 them would be usefull too !
 I'm also curious about why we don't have a deeper access to locations,
 could some SI dev elaborate about that?
 Is there still rooms for improvement?

 Cheers.

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


 2013/6/12 Vladimir Jankijevic vladi...@elefantstudios.ch

 +100
 It would be great to have access to this data. The ability to build my
 own locations would be useful sometimes :)
 It's a shame we haven't seen any development in that area :(


 On Wed, Jun 12, 2013 at 1:37 AM, Raffaele Fragapane 
 raffsxsil...@googlemail.com wrote:

 locators are more or less that, barycentric coordinates coupled with a
 facet index kinda thing.
 Why they are not exposed atomically isn't 100% clear. It might be some
 eval issues with those atoms if they were to be exposed, just lack of
 foresight in the implementation somewhere back then, simply something
 missing that might one day come, or they might look up additional data of
 sorts (accelstruct?) and can't be decoupled from that.

 Regardless, they can't be cracked open that I know of, not to read
 from them more granular-ly, nor to write directly into or over one.


 On Wed, Jun 12, 2013 at 1:46 PM, Vincent Fortin vfor...@gmail.comwrote:

 Figured I'd start a new thread. This has been arousing my curiosity
 for a while and I need your wisdom :-)

 In Houdini I build locations by providing a polygon index and what is
 called a uv parametric location. The term uv is misleading here. All it
 is, is a coordinate on each polygon plane.

 Softimage's sdk calls it subtriangle barycentric weights. So along
 with the polygon index and the vertex indices I managed to build my
 location in python. I didn't test this thoroughly but I seem to be 
 getting
 an equivalent to what I'm used to in Houdini.

 With regard to recreate this in ICE:
 1) Do we have access to the necessary data? (that is, polygon index,
 subtriangle indices and the normalized weights on the triangle?)
 2) How would we go about assembling it?

 I understand this all sounds a bit abstract. Like everyone I use
 locations a lot in ICE, they're amazing and manipulating them is easy.
 Maybe there is no need for exposing lower-level functionalities.
 I'm merely experimenting here to see how far I can push them. An
 example would be to access those barycentric coordinates and, say, slide 
 a
 particle on a polygon without having to resort to the Get Closest 
 Location
 node.

 Thoughts?




 --
 Our users will know fear and cower before our software! Ship it! Ship
 it and let them flee like the dogs they are!




 --
 ---
 Vladimir Jankijevic
 Technical Direction

 Elefant Studios AG
 Lessingstrasse 15
 CH-8002 Zürich

 +41 44 500 48 20

 www.elefantstudios.ch
 ---







Re: PointLocators in ICE

2013-06-12 Thread Gustavo Eggert Boehs
It is pretty much Helge's pixel particles but implemented through (slower)
ICE implementation. Basically it uses barycentric coordinates to get the
equivalent position in a 2d (uv) and 3d (xyz) triangle.

I remember some bottlenecks like:


   - Having to create a triangulated clone of the geometry, because it
   makes difference to how stuff works in 2d. I rember trying to avoid it with
   all my efforts, but it was useless...
   - Outputing locations instead of positions was a problem, but now
   thinking about it I cant remember why. It should be quite possible with
   reinterpret location on geo, right? I dont know...

It should be fairly documented if you want to dive into it (at least that
is how I recall it).


Re: PointLocators in ICE

2013-06-12 Thread Vincent Fortin
Gustavo, are you saying the compound is available somewhere for me to dive
into, update my brain with latest firmware and waste another night of
sleep? please sign me up


On Wed, Jun 12, 2013 at 3:00 PM, Gustavo Eggert Boehs
gustav...@gmail.comwrote:

 It is pretty much Helge's pixel particles but implemented through (slower)
 ICE implementation. Basically it uses barycentric coordinates to get the
 equivalent position in a 2d (uv) and 3d (xyz) triangle.

 I remember some bottlenecks like:


- Having to create a triangulated clone of the geometry, because it
makes difference to how stuff works in 2d. I rember trying to avoid it with
all my efforts, but it was useless...
- Outputing locations instead of positions was a problem, but now
thinking about it I cant remember why. It should be quite possible with
reinterpret location on geo, right? I dont know...

 It should be fairly documented if you want to dive into it (at least that
 is how I recall it).




PointLocators in ICE

2013-06-11 Thread Vincent Fortin
Figured I'd start a new thread. This has been arousing my curiosity for a
while and I need your wisdom :-)

In Houdini I build locations by providing a polygon index and what is
called a uv parametric location. The term uv is misleading here. All it
is, is a coordinate on each polygon plane.

Softimage's sdk calls it subtriangle barycentric weights. So along with
the polygon index and the vertex indices I managed to build my location in
python. I didn't test this thoroughly but I seem to be getting an
equivalent to what I'm used to in Houdini.

With regard to recreate this in ICE:
1) Do we have access to the necessary data? (that is, polygon index,
subtriangle indices and the normalized weights on the triangle?)
2) How would we go about assembling it?

I understand this all sounds a bit abstract. Like everyone I use locations
a lot in ICE, they're amazing and manipulating them is easy. Maybe there is
no need for exposing lower-level functionalities.
I'm merely experimenting here to see how far I can push them. An example
would be to access those barycentric coordinates and, say, slide a particle
on a polygon without having to resort to the Get Closest Location node.

Thoughts?