Re: strands generated on points

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

Kris

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

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

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

*written with my thumbs

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

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

Re: strands generated on points

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

*written with my thumbs

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

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

Re: strands generated on points

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

//Jens


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

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



-- 
Jens Lindgren

VFX Supervisor & Lead TD
Magoo 3D Studios 

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

Re: Strands colliding and sliding on moving mesh?

2015-01-02 Thread Olivier Colchen
Hello,

To be honest, I think you're both right : it's probably not worth the time,
especially considering I don't even have a month to setup everything
properly in each scene and then render it. And only a handful of frames
would actually benefit from that. I barely tried the dynamic framework
solution, as, as you mention Stefan, it seems to only really work on
fixed-length strands, as well as setting up some flex/stretch I don't
really want. And devling deeper into the system looked time-consuming.


However I believe I was quite near the result I wanted, going back to the
simple Closest Location to strandposition compound. Maybe I could find the
middle solution and smooth the strands whenever they leave the volume to
fix the little dents appearing here and there. I have no idea how to smooth
a strand, though...

Olivier

2015-01-02 15:14 GMT+01:00 a...@andynicholas.com a...@andynicholas.com:



  On 2 Jan 2015, at 12:39, Stefan Kubicek s...@tidbit-images.com
  mailto:s...@tidbit-images.com  wrote:
 
 
  PS: If the runners trails are meant as a graphical element rather
 than an
  actual physical element in your picture I doubt I will look nice when it
  collides with the runner.
 



 Agreed. I doubt it would give you a look that you want and probably isn’t
 worth
 spending too much time trying to make a robust system to make it work. Do
 a few
 quick tests first to see if it’s going to take you in the right direction.

 As a quick alternative, why not try setting the StrandColor to black for
 any
 strand points that fall inside your collision geometry, and then
 incorporate
 that as a multiply operation into your shader? That'll hide any parts of
 the
 strand that go inside your character.

 A



 On 02 January 2015 at 12:39 Stefan Kubicek s...@tidbit-images.com wrote:


  Hi Olivier,
 
   I think there are example scenes for strand collision that ship with
 XSI. No
  friction between strands and geo is modeled as far as I can remember,
 but it
  might get you started.
 
   Then there is also the strand collision framework for more accurate
  collisions, but I don't know how it reacts to changing point counts and
 strand
  length: http://softimage.tv/strand-collision-framework/
 
   PS: If the runners trails are meant as a graphical element rather than
 an
  actual physical element in your picture I doubt I will look nice when it
  collides with the runner. Maybe you could solve this in comp and get
 around
  explaining collisions entirely?
   Here is a nice example in a recent Glassworks spot that might be
 similar to
  what you to try to achieve:
   http://softimage.tv/lycra-moves-you/
 
   Good luck,
 
  Stefan
 
 
 
 
  Hello, long time reader, first time poster here!
  
  
 So I have a bit of a problem on my hands.
  
  
 We are doing a very simple concept, a sportsman whose back is leaving
   strand trails as he goes. This is child's play so far.
 My issue is that we would like the trails to interact with the mesh
 when,
   for various reasons, he cuts through them again.
 IE : at some point he falls to the ground and stands back up. The
 unwanted
   behaviour is that the strands generated from the back of his head will
   simply go through his head as he rises up, resulting in a somehow
 vertical
   strands column masking his face and fore-body. The desired behaviour
 is that
   the strands will flow around his cranium, maybe along his back,
 effectively
   leaving at least his face apparent.
  
  
 Animation is done in Maya and transfered over via geocache.
  
 I tried to operate with tools like 'closest location' or 'get
 location by
   raycast' applied to the strandpositions when inside the volume to
 simulate
   collision, but these were all lacking. The raycast solution may be
   promising, but I don't know how to set the correct direction vector.
 And
   sometimes the animation I'm working with may skip a strandposition,
   effectively not triggering the 'inside volume' condition.
  
  
 So yeah basically I don't know how to do that in a visually pleasing
 way.
 If anyone had some pointers, I'd be very grateful !
  
 Thanks,
 Olivier
  
  
  

 
   --
 
   -
  Stefan Kubicek a href=mailto:ste...@keyvis.at;
  ste...@keyvis.atste...@keyvis.at
   -
 Alfred Feierfeilstraße 3
   A-2380 Perchtoldsdorf bei Wien
Phone: +43 (0) 699 12614231
  www.keyvis.at http://www.keyvis.at
This email and its attachments are
   confidential and for the recipient only
 
 
 



Re: Strands colliding and sliding on moving mesh?

2015-01-02 Thread a...@andynicholas.com


 On 2 Jan 2015, at 12:39, Stefan Kubicek s...@tidbit-images.com
 mailto:s...@tidbit-images.com  wrote:
 
 
 PS: If the runners trails are meant as a graphical element rather than an
 actual physical element in your picture I doubt I will look nice when it
 collides with the runner.
 



Agreed. I doubt it would give you a look that you want and probably isn’t worth
spending too much time trying to make a robust system to make it work. Do a few
quick tests first to see if it’s going to take you in the right direction.

As a quick alternative, why not try setting the StrandColor to black for any
strand points that fall inside your collision geometry, and then incorporate
that as a multiply operation into your shader? That'll hide any parts of the
strand that go inside your character.

A



On 02 January 2015 at 12:39 Stefan Kubicek s...@tidbit-images.com wrote:


 Hi Olivier,
 
  I think there are example scenes for strand collision that ship with XSI. No
 friction between strands and geo is modeled as far as I can remember, but it
 might get you started.
 
  Then there is also the strand collision framework for more accurate
 collisions, but I don't know how it reacts to changing point counts and strand
 length: http://softimage.tv/strand-collision-framework/
 
  PS: If the runners trails are meant as a graphical element rather than an
 actual physical element in your picture I doubt I will look nice when it
 collides with the runner. Maybe you could solve this in comp and get around
 explaining collisions entirely?
  Here is a nice example in a recent Glassworks spot that might be similar to
 what you to try to achieve:
  http://softimage.tv/lycra-moves-you/
 
  Good luck,
 
 Stefan
 
 
 
 
 Hello, long time reader, first time poster here!
  
  
So I have a bit of a problem on my hands.
  
  
We are doing a very simple concept, a sportsman whose back is leaving
  strand trails as he goes. This is child's play so far.
My issue is that we would like the trails to interact with the mesh when,
  for various reasons, he cuts through them again.
IE : at some point he falls to the ground and stands back up. The unwanted
  behaviour is that the strands generated from the back of his head will
  simply go through his head as he rises up, resulting in a somehow vertical
  strands column masking his face and fore-body. The desired behaviour is that
  the strands will flow around his cranium, maybe along his back, effectively
  leaving at least his face apparent.
  
  
Animation is done in Maya and transfered over via geocache.
  
I tried to operate with tools like 'closest location' or 'get location by
  raycast' applied to the strandpositions when inside the volume to simulate
  collision, but these were all lacking. The raycast solution may be
  promising, but I don't know how to set the correct direction vector. And
  sometimes the animation I'm working with may skip a strandposition,
  effectively not triggering the 'inside volume' condition.
  
  
So yeah basically I don't know how to do that in a visually pleasing way.
If anyone had some pointers, I'd be very grateful !
  
Thanks,
Olivier
  
  
  

 
  --
 
  -
 Stefan Kubicek a href=mailto:ste...@keyvis.at;
 ste...@keyvis.atste...@keyvis.at
  -
Alfred Feierfeilstraße 3
  A-2380 Perchtoldsdorf bei Wien
   Phone: +43 (0) 699 12614231
 www.keyvis.at http://www.keyvis.at
   This email and its attachments are
  confidential and for the recipient only
 
 
 



Re: Strands colliding and sliding on moving mesh?

2015-01-02 Thread Andy Nicholas
Easiest way to smooth a strand is to do the following for each strand point:

p(n) = A x p(n) + (1-A) x 1/2 x ( p(n-1) + p(n+1) )

Where:
p(n) = Current strand point position
p(n-1) = Previous strand point position
p(n+1) = Next strand point position
A = Smoothing factor (from 0 to 1)

For best effect, do this for a number of iterations keeping A as small as you 
can.

You can get better results averaging over more neighbouring points in the 
strand and weighting them using an appropriate filter (Gaussian, etc.)

A


 On 2 Jan 2015, at 14:27, Olivier Colchen wolr...@gmail.com wrote:
 
 Hello,
 
 To be honest, I think you're both right : it's probably not worth the time, 
 especially considering I don't even have a month to setup everything properly 
 in each scene and then render it. And only a handful of frames would actually 
 benefit from that. I barely tried the dynamic framework solution, as, as you 
 mention Stefan, it seems to only really work on fixed-length strands, as well 
 as setting up some flex/stretch I don't really want. And devling deeper into 
 the system looked time-consuming.
 
 
 However I believe I was quite near the result I wanted, going back to the 
 simple Closest Location to strandposition compound. Maybe I could find the 
 middle solution and smooth the strands whenever they leave the volume to fix 
 the little dents appearing here and there. I have no idea how to smooth a 
 strand, though...
 
 Olivier
 
 2015-01-02 15:14 GMT+01:00 a...@andynicholas.com a...@andynicholas.com:
 
 
  On 2 Jan 2015, at 12:39, Stefan Kubicek s...@tidbit-images.com
  mailto:s...@tidbit-images.com  wrote:
 
 
  PS: If the runners trails are meant as a graphical element rather than 
  an
  actual physical element in your picture I doubt I will look nice when it
  collides with the runner.
 
 
 
 
 Agreed. I doubt it would give you a look that you want and probably isn’t 
 worth
 spending too much time trying to make a robust system to make it work. Do a 
 few
 quick tests first to see if it’s going to take you in the right direction.
 
 As a quick alternative, why not try setting the StrandColor to black for any
 strand points that fall inside your collision geometry, and then incorporate
 that as a multiply operation into your shader? That'll hide any parts of the
 strand that go inside your character.
 
 A
 
 
 
 On 02 January 2015 at 12:39 Stefan Kubicek s...@tidbit-images.com wrote:
 
 
  Hi Olivier,
 
   I think there are example scenes for strand collision that ship with XSI. 
  No
  friction between strands and geo is modeled as far as I can remember, but 
  it
  might get you started.
 
   Then there is also the strand collision framework for more accurate
  collisions, but I don't know how it reacts to changing point counts and 
  strand
  length: http://softimage.tv/strand-collision-framework/
 
   PS: If the runners trails are meant as a graphical element rather than an
  actual physical element in your picture I doubt I will look nice when it
  collides with the runner. Maybe you could solve this in comp and get around
  explaining collisions entirely?
   Here is a nice example in a recent Glassworks spot that might be similar 
  to
  what you to try to achieve:
   http://softimage.tv/lycra-moves-you/
 
   Good luck,
 
  Stefan
 
 
 
 
  Hello, long time reader, first time poster here!
  
  
 So I have a bit of a problem on my hands.
  
  
 We are doing a very simple concept, a sportsman whose back is leaving
   strand trails as he goes. This is child's play so far.
 My issue is that we would like the trails to interact with the mesh 
   when,
   for various reasons, he cuts through them again.
 IE : at some point he falls to the ground and stands back up. The 
   unwanted
   behaviour is that the strands generated from the back of his head will
   simply go through his head as he rises up, resulting in a somehow 
   vertical
   strands column masking his face and fore-body. The desired behaviour is 
   that
   the strands will flow around his cranium, maybe along his back, 
   effectively
   leaving at least his face apparent.
  
  
 Animation is done in Maya and transfered over via geocache.
  
 I tried to operate with tools like 'closest location' or 'get location 
   by
   raycast' applied to the strandpositions when inside the volume to 
   simulate
   collision, but these were all lacking. The raycast solution may be
   promising, but I don't know how to set the correct direction vector. And
   sometimes the animation I'm working with may skip a strandposition,
   effectively not triggering the 'inside volume' condition.
  
  
 So yeah basically I don't know how to do that in a visually pleasing 
   way.
 If anyone had some pointers, I'd be very grateful !
  
 Thanks,
 Olivier
  
  
  

 
   --
 
   -
  Stefan Kubicek a href=mailto:ste...@keyvis.at;
  

Re: Strands

2013-11-05 Thread David Barosin
Get all edges
add a particle per edge
use edge vertex index 0 for the particle position (and strand 0 position)
use edge vertex index 1 for strand 1 position

or ;)

go to rray.de and look for this - Strandwire Compound by Andreas Byström


On Tue, Nov 5, 2013 at 7:35 AM, royston michaels royston...@gmail.comwrote:

 Hey guys,

 I'm trying to create some strands using
 points on a mesh with the strand along each
 edge so each point is a particle and all connecting
 edges are strands...anyone have ideas creating
 this.

 Thanks for all/any suggestions.

 R



Re: Strands

2013-11-05 Thread royston michaels
Thanks David

On 11/5/13, David Barosin dbaro...@gmail.com wrote:
 Get all edges
 add a particle per edge
 use edge vertex index 0 for the particle position (and strand 0 position)
 use edge vertex index 1 for strand 1 position

 or ;)

 go to rray.de and look for this - Strandwire Compound by Andreas Byström


 On Tue, Nov 5, 2013 at 7:35 AM, royston michaels
 royston...@gmail.comwrote:

 Hey guys,

 I'm trying to create some strands using
 points on a mesh with the strand along each
 edge so each point is a particle and all connecting
 edges are strands...anyone have ideas creating
 this.

 Thanks for all/any suggestions.

 R





Re: Strands

2013-08-01 Thread Ciaran Moloney
For an OOTB solution, did you try resampling your curve onto a very dense
linear curve, followed by a chord length reparameterization of that linear
curve. UV to location on the linear curve should give you a pretty even
point distribution...


Ciaran


On Thu, Aug 1, 2013 at 1:25 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Rob,

 ** **

 This is definitely the issue I am dealing with.

 ** **

 Thanks!

 ** **

 --

 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.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
 *Sent:* Wednesday, July 31, 2013 7:46 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Strands

 ** **

 Hi Joey,


 about the normalized U -  see this thread from 2011 with a rich reservoir
 of explanations, techniques, compounds and even an addon that installs a
 compiled ICE node that should hopefully give you what you are after in a
 speedier rate of milliseconds

 https://groups.google.com/forum/#!searchin/xsi_list/Why$20is$20Curve$20U$20spacing$20always$20wrong$3F/xsi_list/7300r-6gRoA/X2ITPQ-d-qMJ
 


 also the gradient along the strand issue.. are you talking about render
 time or viewport display?

 for use at render - its just a color attribute connected to the material
 in the render tree. an array of strand color though so the attribute
 particle color will not work but if you are using build strand from curve
 it creates an attribute called 'coloralongstrands'  which can be selected
 in the rendertree

 for viewport display of gradient. hmm don't think so but if your strands
 are segment dense then you could do a display hack using another pointcloud
 to make a gradient from your strands positions like so (attached jpg)



RE: Strands

2013-08-01 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Ciaran,

I'm attempting a similar approach now. I think it will be the most efficient 
way actually. I'm working on something now which generates an array with a 
dense set of step positions of the curve and a conversion of 0-1 to equal a 
relative index on the array. I've tried using Get Geometry Sample and Generate 
Sample Set but have been unable to get either  to work with the density I'm 
looking for. I'm curious though, is it possible to convert curves to linear 
curves within ICE?


--
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.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ciaran Moloney
Sent: Thursday, August 01, 2013 7:58 AM
To: softimage@listproc.autodesk.com
Subject: Re: Strands

For an OOTB solution, did you try resampling your curve onto a very dense 
linear curve, followed by a chord length reparameterization of that linear 
curve. UV to location on the linear curve should give you a pretty even point 
distribution...


Ciaran


On Thu, Aug 1, 2013 at 1:25 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Rob,

This is definitely the issue I am dealing with.

Thanks!

--
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.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Rob Chapman
Sent: Wednesday, July 31, 2013 7:46 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: Strands

Hi Joey,


about the normalized U -  see this thread from 2011 with a rich reservoir of 
explanations, techniques, compounds and even an addon that installs a compiled 
ICE node that should hopefully give you what you are after in a speedier rate 
of milliseconds
https://groups.google.com/forum/#!searchin/xsi_list/Why$20is$20Curve$20U$20spacing$20always$20wrong$3F/xsi_list/7300r-6gRoA/X2ITPQ-d-qMJ

also the gradient along the strand issue.. are you talking about render time or 
viewport display?

for use at render - its just a color attribute connected to the material in the 
render tree. an array of strand color though so the attribute particle color 
will not work but if you are using build strand from curve it creates an 
attribute called 'coloralongstrands'  which can be selected in the rendertree

for viewport display of gradient. hmm don't think so but if your strands are 
segment dense then you could do a display hack using another pointcloud to make 
a gradient from your strands positions like so (attached jpg)



Re: Strands

2013-08-01 Thread Alan Fregtman
 is it possible to convert curves to linear curves within ICE?

99% confident it's not possible.



On Thu, Aug 1, 2013 at 9:14 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Ciaran,

 ** **

 I’m attempting a similar approach now. I think it will be the most
 efficient way actually. I’m working on something now which generates an
 array with a dense set of step positions of the curve and a conversion of
 0-1 to equal a relative index on the array. I’ve tried using Get Geometry
 Sample and Generate Sample Set but have been unable to get either  to work
 with the density I’m looking for. I’m curious though, is it possible to
 convert curves to linear curves within ICE?

 ** **

 

 ** **

 --

 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.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ciaran Moloney
 *Sent:* Thursday, August 01, 2013 7:58 AM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Strands

 ** **

 For an OOTB solution, did you try resampling your curve onto a very dense
 linear curve, followed by a chord length reparameterization of that linear
 curve. UV to location on the linear curve should give you a pretty even
 point distribution...


 Ciaran

 ** **

 ** **

 On Thu, Aug 1, 2013 at 1:25 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

 Rob,

  

 This is definitely the issue I am dealing with.

  

 Thanks!

  

 --

 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.

  

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Rob Chapman
 *Sent:* Wednesday, July 31, 2013 7:46 PM


 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Strands

  

 Hi Joey,



 about the normalized U -  see this thread from 2011 with a rich reservoir
 of explanations, techniques, compounds and even an addon that installs a
 compiled ICE node that should hopefully give you what you are after in a
 speedier rate of milliseconds

 https://groups.google.com/forum/#!searchin/xsi_list/Why$20is$20Curve$20U$20spacing$20always$20wrong$3F/xsi_list/7300r-6gRoA/X2ITPQ-d-qMJ
 


 also the gradient along the strand issue.. are you talking about render
 time or viewport display?

 for use at render - its just a color attribute connected to the material
 in the render tree. an array of strand color though so the attribute
 particle color will not work but if you are using build strand from curve
 it creates an attribute called 'coloralongstrands'  which can be selected
 in the rendertree

 for viewport display of gradient. hmm don't think so but if your strands
 are segment dense then you could do a display hack using another pointcloud
 to make a gradient from your strands positions like so (attached jpg)

 ** **



Re: Strands

2013-08-01 Thread Eugen Sares

No, because you cannot SetTopo on NURBS. Wanna sign that petition... ? =}
Besides that, it would be a trivial task.


Am 01.08.2013 17:01, schrieb Alan Fregtman:

 is it possible to convert curves to linear curves within ICE?

99% confident it's not possible.



On Thu, Aug 1, 2013 at 9:14 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov mailto:j.ponthi...@nasa.gov wrote:


Ciaran,

I’m attempting a similar approach now. I think it will be the most
efficient way actually. I’m working on something now which
generates an array with a dense set of step positions of the curve
and a conversion of 0-1 to equal a relative index on the array.
I’ve tried using Get Geometry Sample and Generate Sample Set but
have been unable to get either  to work with the density I’m
looking for. I’m curious though, is it possible to convert curves
to linear curves within ICE?

--

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.

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Ciaran Moloney
*Sent:* Thursday, August 01, 2013 7:58 AM


*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Strands

For an OOTB solution, did you try resampling your curve onto a
very dense linear curve, followed by a chord length
reparameterization of that linear curve. UV to location on the
linear curve should give you a pretty even point distribution...


Ciaran

On Thu, Aug 1, 2013 at 1:25 AM, Ponthieux, Joseph G.
(LARC-E1A)[LITES] j.ponthi...@nasa.gov
mailto:j.ponthi...@nasa.gov wrote:

Rob,

This is definitely the issue I am dealing with.

Thanks!

--

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.

*From:*softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com] *On Behalf Of
*Rob Chapman
*Sent:* Wednesday, July 31, 2013 7:46 PM


*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* Re: Strands

Hi Joey,



about the normalized U -  see this thread from 2011 with a rich
reservoir of explanations, techniques, compounds and even an addon
that installs a compiled ICE node that should hopefully give you
what you are after in a speedier rate of milliseconds

https://groups.google.com/forum/#!searchin/xsi_list/Why$20is$20Curve$20U$20spacing$20always$20wrong$3F/xsi_list/7300r-6gRoA/X2ITPQ-d-qMJ

https://groups.google.com/forum/#%21searchin/xsi_list/Why$20is$20Curve$20U$20spacing$20always$20wrong$3F/xsi_list/7300r-6gRoA/X2ITPQ-d-qMJ


also the gradient along the strand issue.. are you talking about
render time or viewport display?

for use at render - its just a color attribute connected to the
material in the render tree. an array of strand color though so
the attribute particle color will not work but if you are using
build strand from curve it creates an attribute called
'coloralongstrands'  which can be selected in the rendertree

for viewport display of gradient. hmm don't think so but if your
strands are segment dense then you could do a display hack using
another pointcloud to make a gradient from your strands positions
like so (attached jpg)






Re: Strands UV generation

2013-08-01 Thread Alan Fregtman
How about making strands into geometry tubes with UVs? Like in here...

http://www.si-community.com/community/viewtopic.php?f=15t=1456



On Thu, Aug 1, 2013 at 2:38 PM, Antonin Messier antoni...@gmail.com wrote:

 Hi List, any way to have strands generate UV projections?

 Am I out of luck if I want to texture strands without using instances?


 *Antonin Messier Turcotte
 * 3D and Compositing Artist
  Fly Studio
 www.flystudio.com



Re: Strands UV generation

2013-08-01 Thread Antonin Messier
Thanks Alan, I had tried the create extrusion compound, but it doesn't work
with strands created with Generate Strand Trails, all strands have to have
to same number of segments.



*Antonin Messier Turcotte
* 3D and Compositing Artist
 Fly Studio

  E: antoni...@gmail.com
 www.flystudio.com


2013/8/1 Alan Fregtman alan.fregt...@gmail.com

 How about making strands into geometry tubes with UVs? Like in here...

 http://www.si-community.com/community/viewtopic.php?f=15t=1456



 On Thu, Aug 1, 2013 at 2:38 PM, Antonin Messier antoni...@gmail.comwrote:

 Hi List, any way to have strands generate UV projections?

 Am I out of luck if I want to texture strands without using instances?


 *Antonin Messier Turcotte
 * 3D and Compositing Artist
  Fly Studio
 www.flystudio.com





Re: Strands UV generation

2013-08-01 Thread olivier jeannel

https://vimeo.com/64505408
This one should work fast in the case you describe but without UVs

The Polynoid one in some cases gave me good result and it has uvs
http://monophyl.com/?p=1245




Le 01/08/2013 21:02, Antonin Messier a écrit :
Thanks Alan, I had tried the create extrusion compound, but it doesn't 
work with strands created with Generate Strand Trails, all strands 
have to have to same number of segments.





*Antonin Messier Turcotte
* 3D and Compositing Artist
Fly Studio

E: antoni...@gmail.com mailto:antoni...@gmail.com
www.flystudio.com http://www.flystudio.com


2013/8/1 Alan Fregtman alan.fregt...@gmail.com 
mailto:alan.fregt...@gmail.com


How about making strands into geometry tubes with UVs? Like in
here...

http://www.si-community.com/community/viewtopic.php?f=15t=1456



On Thu, Aug 1, 2013 at 2:38 PM, Antonin Messier
antoni...@gmail.com mailto:antoni...@gmail.com wrote:

Hi List, any way to have strands generate UV projections?

Am I out of luck if I want to texture strands without using
instances?



*Antonin Messier Turcotte
* 3D and Compositing Artist
Fly Studio
www.flystudio.com http://www.flystudio.com







Re: Strands UV generation

2013-08-01 Thread Antonin Messier
Merci Olivier, I'll try this!



*Antonin Messier Turcotte
* 3D and Compositing Artist
 Fly Studio

  T: 514-490-1117
 M: 514-743-4211
 E: antoni...@gmail.com
 www.flystudio.com


2013/8/1 olivier jeannel olivier.jean...@noos.fr

  https://vimeo.com/64505408
 This one should work fast in the case you describe but without UVs

 The Polynoid one in some cases gave me good result and it has uvs
 http://monophyl.com/?p=1245




 Le 01/08/2013 21:02, Antonin Messier a écrit :

 Thanks Alan, I had tried the create extrusion compound, but it doesn't
 work with strands created with Generate Strand Trails, all strands have to
 have to same number of segments.



   *Antonin Messier Turcotte
 * 3D and Compositing Artist
  Fly Studio

   E: antoni...@gmail.com
  www.flystudio.com


 2013/8/1 Alan Fregtman alan.fregt...@gmail.com

 How about making strands into geometry tubes with UVs? Like in here...

 http://www.si-community.com/community/viewtopic.php?f=15t=1456



 On Thu, Aug 1, 2013 at 2:38 PM, Antonin Messier antoni...@gmail.comwrote:

  Hi List, any way to have strands generate UV projections?

  Am I out of luck if I want to texture strands without using instances?


   *Antonin Messier Turcotte
 * 3D and Compositing Artist
  Fly Studio
 www.flystudio.com







RE: Strands

2013-07-31 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Andy,

Thanks. I've been unable to find grow strands and a google search has 
resulted in very little. Any idea if it's a subnode to something else?

--
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.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Andy Moorer
Sent: Tuesday, July 30, 2013 5:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: Strands

I haven't been following this closely (final crunch for a job) but if you take 
a look at the polynoid :grow strands compound you should be able to hack it to 
define a start and end U for your resulting strand. Sorry I can't do anything 
but point in that direction, juggling tasks atm. Luck.


Re: Strands

2013-07-31 Thread Stephen Blair

Maybe it is the Strand Growth compound
http://monophyl.com/?p=1149#more-1149

On 31/07/2013 11:39 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] wrote:


Andy,

Thanks. I've been unable to find grow strands and a google search 
has resulted in very little. Any idea if it's a subnode to something else?


--

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.

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

*Sent:* Tuesday, July 30, 2013 5:16 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Strands

I haven't been following this closely (final crunch for a job) but if 
you take a look at the polynoid :grow strands compound you should be 
able to hack it to define a start and end U for your resulting 
strand. Sorry I can't do anything but point in that direction, 
juggling tasks atm. Luck.






RE: Strands

2013-07-31 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Rob,

This is definitely the issue I am dealing with.

Thanks!

--
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.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: Wednesday, July 31, 2013 7:46 PM
To: softimage@listproc.autodesk.com
Subject: Re: Strands

Hi Joey,

about the normalized U -  see this thread from 2011 with a rich reservoir of 
explanations, techniques, compounds and even an addon that installs a compiled 
ICE node that should hopefully give you what you are after in a speedier rate 
of milliseconds
https://groups.google.com/forum/#!searchin/xsi_list/Why$20is$20Curve$20U$20spacing$20always$20wrong$3F/xsi_list/7300r-6gRoA/X2ITPQ-d-qMJ

also the gradient along the strand issue.. are you talking about render time or 
viewport display?

for use at render - its just a color attribute connected to the material in the 
render tree. an array of strand color though so the attribute particle color 
will not work but if you are using build strand from curve it creates an 
attribute called 'coloralongstrands'  which can be selected in the rendertree

for viewport display of gradient. hmm don't think so but if your strands are 
segment dense then you could do a display hack using another pointcloud to make 
a gradient from your strands positions like so (attached jpg)


RE: Strands

2013-07-30 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Ben,

Unfortunately I don't have access to their subscription content at this time.

Thanks

--
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.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Beckett
Sent: Tuesday, July 30, 2013 1:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: Strands

http://www.digitaltutors.com/tutorial/3618-Introduction-to-ICE-Strands-in-Softimage


video 8 and 9 is what you want

Thanks
Ben

On 30 July 2013 17:09, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Hello,

I'm trying to use strands again, and what I want to do is have a strand act as 
a trail along a curve. The things I want to achieve are:


1.   Display the strand along a curve starting at any U location on a curve.

2.   Strand length will need to be shorter than the curve, typically a 
percentage of the length of the curve.

3.   The strand needs to be able to move along the curve linearly, 
regardless the parameterization of the curve.

4.   Strand needs to be a set color and needs to fade out to transparent as 
it reaches the end of the strand.

5.   The strand appearance needs to remain relative to the length of the 
strand as it moves along the curve.

Using Create Strand from Curves I was able to get some of the position and 
length settings the way I wanted by hacking the compound. However, I'm not sure 
this is the best approach. Further, there appears to be parameterization issues 
with the strand position.

I've been unable to figure out how to accomplish the trail appearance.

This is new territory for me so I'm not sure if I am approaching this from the 
right direction. Any suggestions would be appreciated.

--
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.




Re: Strands

2013-07-30 Thread Sebastien Sterling
Didn't know NASA used softimage.. hum, you live and learn.


On 30 July 2013 19:25, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Ben,

 ** **

 Unfortunately I don’t have access to their subscription content at this
 time.

 ** **

 Thanks

 ** **

 --

 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.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ben Beckett
 *Sent:* Tuesday, July 30, 2013 1:02 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: Strands

 ** **


 http://www.digitaltutors.com/tutorial/3618-Introduction-to-ICE-Strands-in-Softimage
 

 ** **

 ** **

 video 8 and 9 is what you want

 ** **

 Thanks

 Ben

 ** **

 On 30 July 2013 17:09, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
 j.ponthi...@nasa.gov wrote:

 Hello,

  

 I’m trying to use strands again, and what I want to do is have a strand
 act as a trail along a curve. The things I want to achieve are:

  

 1.   Display the strand along a curve starting at any U location on a
 curve.

 2.   Strand length will need to be shorter than the curve, typically
 a percentage of the length of the curve.

 3.   The strand needs to be able to move along the curve linearly,
 regardless the parameterization of the curve.

 4.   Strand needs to be a set color and needs to fade out to
 transparent as it reaches the end of the strand. 

 5.   The strand appearance needs to remain relative to the length of
 the strand as it moves along the curve.

  

 Using Create Strand from Curves I was able to get some of the position and
 length settings the way I wanted by hacking the compound. However, I’m not
 sure this is the best approach. Further, there appears to be
 parameterization issues with the strand position.

  

 I’ve been unable to figure out how to accomplish the trail appearance.

  

 This is new territory for me so I’m not sure if I am approaching this from
 the right direction. Any suggestions would be appreciated.

  

 --

 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.

  

 ** **



Re: Strands

2013-07-30 Thread Stephen Davidson
How's your Spanish?
http://www.youtube.com/watch?v=OHzo3cjnQ1g


On Tue, Jul 30, 2013 at 12:09 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Hello,

 ** **

 I’m trying to use strands again, and what I want to do is have a strand
 act as a trail along a curve. The things I want to achieve are:

 ** **

 **1.   **Display the strand along a curve starting at any U location
 on a curve.

 **2.   **Strand length will need to be shorter than the curve,
 typically a percentage of the length of the curve.

 **3.   **The strand needs to be able to move along the curve
 linearly, regardless the parameterization of the curve.

 **4.   **Strand needs to be a set color and needs to fade out to
 transparent as it reaches the end of the strand. 

 **5.   **The strand appearance needs to remain relative to the length
 of the strand as it moves along the curve.

 ** **

 Using Create Strand from Curves I was able to get some of the position and
 length settings the way I wanted by hacking the compound. However, I’m not
 sure this is the best approach. Further, there appears to be
 parameterization issues with the strand position.

 ** **

 I’ve been unable to figure out how to accomplish the trail appearance.

 ** **

 This is new territory for me so I’m not sure if I am approaching this from
 the right direction. Any suggestions would be appreciated.

 ** **

 --

 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.

 ** **




-- 

Best Regards,
*  Stephen P. Davidson**
   **(954) 552-7956
*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


RE: Strands

2013-07-30 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Not so good

Thanks anyway :)

--
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.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Davidson
Sent: Tuesday, July 30, 2013 3:15 PM
To: softimage@listproc.autodesk.com
Subject: Re: Strands

How's your Spanish?
http://www.youtube.com/watch?v=OHzo3cjnQ1g

On Tue, Jul 30, 2013 at 12:09 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Hello,

I'm trying to use strands again, and what I want to do is have a strand act as 
a trail along a curve. The things I want to achieve are:


1.   Display the strand along a curve starting at any U location on a curve.

2.   Strand length will need to be shorter than the curve, typically a 
percentage of the length of the curve.

3.   The strand needs to be able to move along the curve linearly, 
regardless the parameterization of the curve.

4.   Strand needs to be a set color and needs to fade out to transparent as 
it reaches the end of the strand.

5.   The strand appearance needs to remain relative to the length of the 
strand as it moves along the curve.

Using Create Strand from Curves I was able to get some of the position and 
length settings the way I wanted by hacking the compound. However, I'm not sure 
this is the best approach. Further, there appears to be parameterization issues 
with the strand position.

I've been unable to figure out how to accomplish the trail appearance.

This is new territory for me so I'm not sure if I am approaching this from the 
right direction. Any suggestions would be appreciated.

--
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.




--

Best Regards,
  Stephen P. Davidson
   (954) 552-7956
sdavid...@3danimationmagic.commailto:sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke

[http://www.3danimationmagic.com/3Danimation_magic_logo_sign.jpg]http://www.3danimationmagic.com


RE: Strands

2013-07-30 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
So I've managed to get the strand shading as desired. I used Color_Attribute in 
the material to reference back to the color in the Create Strand From Curves 
node.

I need a way to set the start position of the strand and its length. Hacking 
the Create Strand From Curves has proven to be problematic. Is there any way to 
alter this with other compounds or attributes? I'm finding 
pointcloud.StrandLength, for example, to have no effect.

--
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.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Davidson
Sent: Tuesday, July 30, 2013 3:15 PM
To: softimage@listproc.autodesk.com
Subject: Re: Strands

How's your Spanish?
http://www.youtube.com/watch?v=OHzo3cjnQ1g

On Tue, Jul 30, 2013 at 12:09 PM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Hello,

I'm trying to use strands again, and what I want to do is have a strand act as 
a trail along a curve. The things I want to achieve are:


1.   Display the strand along a curve starting at any U location on a curve.

2.   Strand length will need to be shorter than the curve, typically a 
percentage of the length of the curve.

3.   The strand needs to be able to move along the curve linearly, 
regardless the parameterization of the curve.

4.   Strand needs to be a set color and needs to fade out to transparent as 
it reaches the end of the strand.

5.   The strand appearance needs to remain relative to the length of the 
strand as it moves along the curve.

Using Create Strand from Curves I was able to get some of the position and 
length settings the way I wanted by hacking the compound. However, I'm not sure 
this is the best approach. Further, there appears to be parameterization issues 
with the strand position.

I've been unable to figure out how to accomplish the trail appearance.

This is new territory for me so I'm not sure if I am approaching this from the 
right direction. Any suggestions would be appreciated.

--
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.




--

Best Regards,
  Stephen P. Davidson
   (954) 552-7956
sdavid...@3danimationmagic.commailto:sdavid...@3danimationmagic.com

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke

[http://www.3danimationmagic.com/3Danimation_magic_logo_sign.jpg]http://www.3danimationmagic.com


Re: Strands

2013-07-30 Thread Andy Moorer
I haven't been following this closely (final crunch for a job) but if you
take a look at the polynoid :grow strands compound you should be able to
hack it to define a start and end U for your resulting strand. Sorry I
can't do anything but point in that direction, juggling tasks atm. Luck.


Re: strands-heavy commercial gig, LA area

2012-12-06 Thread Doeke Wartena
yeah amazing, that makes commercial nice :)

2012/12/5 Miquel Campos miquel.cam...@gmail.com

 thanks for the link Martin :)

 

 Miquel Campos
 www.akaosaru.com




 2012/12/5 Martin Chatterjee martin.chatterjee.li...@googlemail.com

 That would be Glassworks London.

 http://www.glassworks.co.uk/node/2683search-type=allterm=all

 Cheers, -M
 --
Martin Chatterjee

 [ Freelance Technical Director ]
 [   http://www.chatterjee.de   ]
 [ https://vimeo.com/chatterjee ]



 On Wed, Dec 5, 2012 at 10:36 PM, Miquel Campos 
 miquel.cam...@gmail.comwrote:

 Woah this is really cool! who did it?

 

 Miquel Campos
 www.akaosaru.com




 2012/12/5 olivier jeannel olivier.jean...@noos.fr

  Speaking about cool works made with ice, this was posted in
 Vimeo/ice group :
 https://vimeo.com/groups/ice/videos/54286211

 Le 05/12/2012 20:30, Meng-Yang Lu a écrit :

 LA has Sony, Disney, DD, and Rhythm being a huge magnet drawing in
 Houdini people.  And then when things shuffle around they're here for the
 picking.

 I've a feeling the ICE boom is coincidentally after Nissan's Wouldn't
 it be cool. commercial.  Definitely made some waves in the commercial
 world as to how that was all done.

 -Lu


 On Wed, Dec 5, 2012 at 11:16 AM, Ciaran Moloney 
 moloney.cia...@gmail.com wrote:

 Really..there are more competent Houdini TDs than ICE? Or just an L.A.
 thing?



 On Wed, Dec 5, 2012 at 6:45 PM, Andy Moorer andymoo...@gmail.comwrote:

 So if you're in these areas, or if you do remote contracts, contact
 me, please! There's more work here than people available by a wide
 margin... I hate not even having names to give clients, and to have to
 suggest they shift to houdini just so they can fill seats.










Re: strands-heavy commercial gig, LA area

2012-12-06 Thread Dan Yargici
Wait... January has 5 weeks now?

;)


On Wed, Dec 5, 2012 at 8:45 PM, Andy Moorer andymoo...@gmail.com wrote:

 Hi gang... ANOTHER strands-based VFX gig, a good studio with a Nike
 commercial (or several actually) in the LA area needs ICE guys. About 5
 weeks in January.

 Anyone out there, looking? Remote is a possibility. Reasonably complex
 stuff, you'll need to be comfortable with custom ICE dev and strands in
 particular. This is a particularly nice project and I'll probably sign on
 myself, but it'll need a couple of guys at least.

 I'm getting so much call for ICE freelancers in the LA area, as well as
 New York it's not funny. I seem to have ended up on some critical mass
 of rolodexes, and I'm turning down work every week.

 Worse, most of these studios end up giving up on using ICE simply for lack
 of people.

 So if you're in these areas, or if you do remote contracts, contact me,
 please! There's more work here than people available by a wide margin... I
 hate not even having names to give clients, and to have to suggest they
 shift to houdini just so they can fill seats.




Re: strands-heavy commercial gig, LA area

2012-12-06 Thread Andy Moorer
... and it will seem like ... 5 years... :D

(They are still getting their schedules locked down, I suspect their 5
weeks might turn into 8, it's a pretty effects heavy spot.)

Thanks everyone for contacting me. I've got a lot of names now, almost all
remote, don't any of us live in LA anymore?  lol

What I'll do is forward people's names to the producer who's hiring on this
particular spot, and unless anyone says otherwise I'll share those names
out when people ask me about availability etc. I hope it results in some
work for people.

... It's nice studios are showing such interest in ICE. And when I go to
studios which aren't familiar with softimage, I am getting a lot of artists
dropping by interested in seeing ICE. I hope this means non-softimage
people are starting to get it. We'll see, the lack of available talent is
a big problem, we're spread pretty thin geographically it seems.

On Thu, Dec 6, 2012 at 3:25 AM, Dan Yargici danyarg...@gmail.com wrote:

 Wait... January has 5 weeks now?

 ;)



Re: strands-heavy commercial gig, LA area

2012-12-06 Thread Andy Moorer
In my way of thinking remote is remote, either you are physically present
or are remote and where doesn't really matter.

But I'm not the client, just a freelancer myself. I'll certainly pass along
the name of any artist you think is good, and we can let the producer types
decide who they hire. :)

On Wed, Dec 5, 2012 at 11:39 AM, Sandy Sutherland 
sandy.sutherl...@triggerfish.co.za wrote:

  Hi Andy - you interested in remote from Cape Town, South africa - or is
 that too far?  Might know of someone here.

 S.

   *   *
 Sandy Sutherland sandy.sutherl...@triggerfish.co.za | Technical
 Supervisor
http://triggerfish.co.za/en
  http://www.facebook.com/triggerfishanimation
   http://www.twitter.com/triggerfishza
  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] on behalf of Andy Moorer [
 andymoo...@gmail.com]
 *Sent:* 05 December 2012 20:45
 *To:* softimage@listproc.autodesk.com
 *Subject:* strands-heavy commercial gig, LA area

Hi gang... ANOTHER strands-based VFX gig, a good studio with a Nike
 commercial (or several actually) in the LA area needs ICE guys. About 5
 weeks in January.

 Anyone out there, looking? Remote is a possibility. Reasonably complex
 stuff, you'll need to be comfortable with custom ICE dev and strands in
 particular. This is a particularly nice project and I'll probably sign on
 myself, but it'll need a couple of guys at least.

 I'm getting so much call for ICE freelancers in the LA area, as well as
 New York it's not funny. I seem to have ended up on some critical mass
 of rolodexes, and I'm turning down work every week.

 Worse, most of these studios end up giving up on using ICE simply for lack
 of people.

 So if you're in these areas, or if you do remote contracts, contact me,
 please! There's more work here than people available by a wide margin... I
 hate not even having names to give clients, and to have to suggest they
 shift to houdini just so they can fill seats.




Re: strands-heavy commercial gig, LA area

2012-12-05 Thread Gene Crucean
... point being, a possible reason it's hard to find Soft artists around
here is that they are already booked.


Sorry, I don't think I made that clear in my last email.


On Wed, Dec 5, 2012 at 11:05 AM, Gene Crucean
emailgeneonthel...@gmail.comwrote:

 The problem is that if you are a Soft user in the LA area... you are
 almost guaranteed work because there are soo few of us here. I'm pretty
 much booked for 2 years.

 It's nice not being a dime a dozen Maya artist :)


 On Wed, Dec 5, 2012 at 10:45 AM, Andy Moorer andymoo...@gmail.com wrote:

 Hi gang... ANOTHER strands-based VFX gig, a good studio with a Nike
 commercial (or several actually) in the LA area needs ICE guys. About 5
 weeks in January.

 Anyone out there, looking? Remote is a possibility. Reasonably complex
 stuff, you'll need to be comfortable with custom ICE dev and strands in
 particular. This is a particularly nice project and I'll probably sign on
 myself, but it'll need a couple of guys at least.

 I'm getting so much call for ICE freelancers in the LA area, as well as
 New York it's not funny. I seem to have ended up on some critical mass
 of rolodexes, and I'm turning down work every week.

 Worse, most of these studios end up giving up on using ICE simply for
 lack of people.

 So if you're in these areas, or if you do remote contracts, contact me,
 please! There's more work here than people available by a wide margin... I
 hate not even having names to give clients, and to have to suggest they
 shift to houdini just so they can fill seats.





 --
 Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
 Developer / Filmmaker / Photographer
 ** *Freelance for hire* **
 www.genecrucean.com

 ~~ Please use my website's contact form on www.genecrucean.com for any
 personal emails. Thanks. I may not get them at this address. ~~




-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: strands-heavy commercial gig, LA area

2012-12-05 Thread Ciaran Moloney
Really..there are more competent Houdini TDs than ICE? Or just an L.A.
thing?



On Wed, Dec 5, 2012 at 6:45 PM, Andy Moorer andymoo...@gmail.com wrote:

 So if you're in these areas, or if you do remote contracts, contact me,
 please! There's more work here than people available by a wide margin... I
 hate not even having names to give clients, and to have to suggest they
 shift to houdini just so they can fill seats.


RE: strands-heavy commercial gig, LA area

2012-12-05 Thread Matt Lind
Funny.

We always hear about companies claiming they cannot find ICE artists, but I 
live near LA and don't see or hear about the job postings.  To the best of my 
knowledge there are 3 video game developers within a 10 mile radius of me using 
Softimage.  Outside of that, I know of no one using Softimage for more than the 
occasional side job with/without ICE.  Obviously there's a disconnect in 
communications.

So what is the nature of the ICE work?  Is it strictly particle stuff?  If 
that's the case it would explain why there's a shortage of talent as Softimage 
isn't particularly known for it's VFXuntil recently.

Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gene Crucean
Sent: Wednesday, December 05, 2012 11:11 AM
To: softimage@listproc.autodesk.com
Subject: Re: strands-heavy commercial gig, LA area

... point being, a possible reason it's hard to find Soft artists around here 
is that they are already booked.


Sorry, I don't think I made that clear in my last email.

On Wed, Dec 5, 2012 at 11:05 AM, Gene Crucean 
emailgeneonthel...@gmail.commailto:emailgeneonthel...@gmail.com wrote:
The problem is that if you are a Soft user in the LA area... you are almost 
guaranteed work because there are soo few of us here. I'm pretty much booked 
for 2 years.

It's nice not being a dime a dozen Maya artist :)

On Wed, Dec 5, 2012 at 10:45 AM, Andy Moorer 
andymoo...@gmail.commailto:andymoo...@gmail.com wrote:
Hi gang... ANOTHER strands-based VFX gig, a good studio with a Nike commercial 
(or several actually) in the LA area needs ICE guys. About 5 weeks in January.

Anyone out there, looking? Remote is a possibility. Reasonably complex stuff, 
you'll need to be comfortable with custom ICE dev and strands in particular. 
This is a particularly nice project and I'll probably sign on myself, but it'll 
need a couple of guys at least.

I'm getting so much call for ICE freelancers in the LA area, as well as New 
York it's not funny. I seem to have ended up on some critical mass of 
rolodexes, and I'm turning down work every week.

Worse, most of these studios end up giving up on using ICE simply for lack of 
people.

So if you're in these areas, or if you do remote contracts, contact me, please! 
There's more work here than people available by a wide margin... I hate not 
even having names to give clients, and to have to suggest they shift to houdini 
just so they can fill seats.




--
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX 
Developer / Filmmaker / Photographer
** Freelance for hire **
www.genecrucean.comhttp://www.genecrucean.com

~~ Please use my website's contact form on 
www.genecrucean.comhttp://www.genecrucean.com/ for any personal emails. 
Thanks. I may not get them at this address. ~~




--
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX 
Developer / Filmmaker / Photographer
** Freelance for hire **
www.genecrucean.comhttp://www.genecrucean.com

~~ Please use my website's contact form on 
www.genecrucean.comhttp://www.genecrucean.com/ for any personal emails. 
Thanks. I may not get them at this address. ~~



Re: strands-heavy commercial gig, LA area

2012-12-05 Thread Gene Crucean
There are quite a few Houdini guys around here. There were 41 at Sony alone
for Spiderman.


On Wed, Dec 5, 2012 at 11:16 AM, Ciaran Moloney moloney.cia...@gmail.comwrote:

 Really..there are more competent Houdini TDs than ICE? Or just an L.A.
 thing?



 On Wed, Dec 5, 2012 at 6:45 PM, Andy Moorer andymoo...@gmail.com wrote:

 So if you're in these areas, or if you do remote contracts, contact me,
 please! There's more work here than people available by a wide margin... I
 hate not even having names to give clients, and to have to suggest they
 shift to houdini just so they can fill seats.





-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: strands-heavy commercial gig, LA area

2012-12-05 Thread Meng-Yang Lu
LA has Sony, Disney, DD, and Rhythm being a huge magnet drawing in Houdini
people.  And then when things shuffle around they're here for the picking.

I've a feeling the ICE boom is coincidentally after Nissan's Wouldn't it
be cool. commercial.  Definitely made some waves in the commercial world
as to how that was all done.

-Lu


On Wed, Dec 5, 2012 at 11:16 AM, Ciaran Moloney moloney.cia...@gmail.comwrote:

 Really..there are more competent Houdini TDs than ICE? Or just an L.A.
 thing?



 On Wed, Dec 5, 2012 at 6:45 PM, Andy Moorer andymoo...@gmail.com wrote:

 So if you're in these areas, or if you do remote contracts, contact me,
 please! There's more work here than people available by a wide margin... I
 hate not even having names to give clients, and to have to suggest they
 shift to houdini just so they can fill seats.





Re: strands-heavy commercial gig, LA area

2012-12-05 Thread Miquel Campos
Woah this is really cool! who did it?



Miquel Campos
www.akaosaru.com




2012/12/5 olivier jeannel olivier.jean...@noos.fr

  Speaking about cool works made with ice, this was posted in Vimeo/ice
 group :
 https://vimeo.com/groups/ice/videos/54286211

 Le 05/12/2012 20:30, Meng-Yang Lu a écrit :

 LA has Sony, Disney, DD, and Rhythm being a huge magnet drawing in Houdini
 people.  And then when things shuffle around they're here for the picking.

 I've a feeling the ICE boom is coincidentally after Nissan's Wouldn't it
 be cool. commercial.  Definitely made some waves in the commercial world
 as to how that was all done.

 -Lu


 On Wed, Dec 5, 2012 at 11:16 AM, Ciaran Moloney 
 moloney.cia...@gmail.comwrote:

 Really..there are more competent Houdini TDs than ICE? Or just an L.A.
 thing?



 On Wed, Dec 5, 2012 at 6:45 PM, Andy Moorer andymoo...@gmail.com wrote:

 So if you're in these areas, or if you do remote contracts, contact me,
 please! There's more work here than people available by a wide margin... I
 hate not even having names to give clients, and to have to suggest they
 shift to houdini just so they can fill seats.







Re: strands-heavy commercial gig, LA area

2012-12-05 Thread Miquel Campos
thanks for the link Martin :)



Miquel Campos
www.akaosaru.com




2012/12/5 Martin Chatterjee martin.chatterjee.li...@googlemail.com

 That would be Glassworks London.

 http://www.glassworks.co.uk/node/2683search-type=allterm=all

 Cheers, -M
 --
Martin Chatterjee

 [ Freelance Technical Director ]
 [   http://www.chatterjee.de   ]
 [ https://vimeo.com/chatterjee ]



 On Wed, Dec 5, 2012 at 10:36 PM, Miquel Campos miquel.cam...@gmail.comwrote:

 Woah this is really cool! who did it?

 

 Miquel Campos
 www.akaosaru.com




 2012/12/5 olivier jeannel olivier.jean...@noos.fr

  Speaking about cool works made with ice, this was posted in
 Vimeo/ice group :
 https://vimeo.com/groups/ice/videos/54286211

 Le 05/12/2012 20:30, Meng-Yang Lu a écrit :

 LA has Sony, Disney, DD, and Rhythm being a huge magnet drawing in
 Houdini people.  And then when things shuffle around they're here for the
 picking.

 I've a feeling the ICE boom is coincidentally after Nissan's Wouldn't
 it be cool. commercial.  Definitely made some waves in the commercial
 world as to how that was all done.

 -Lu


 On Wed, Dec 5, 2012 at 11:16 AM, Ciaran Moloney 
 moloney.cia...@gmail.com wrote:

 Really..there are more competent Houdini TDs than ICE? Or just an L.A.
 thing?



 On Wed, Dec 5, 2012 at 6:45 PM, Andy Moorer andymoo...@gmail.comwrote:

 So if you're in these areas, or if you do remote contracts, contact
 me, please! There's more work here than people available by a wide
 margin... I hate not even having names to give clients, and to have to
 suggest they shift to houdini just so they can fill seats.









Re: strands and weight maps

2012-11-13 Thread Milady Bridges
I'm not sure I understand your question clearly.  If you have a
strandPosition array, and you find the closest location of each
strandPosition to the surface that has your weightmap property, then grab
the value of your weightmap at that location, it should return an array.
You can use that array to manipulate your strandSize.


On Tue, Nov 13, 2012 at 1:10 PM, Matt Waltrip matt.walt...@gmail.comwrote:

 Hi all

 I have made strands in ice which are moving across a surface by setting
 strandPosition arrays and all.

 I would like to have the strand data thickness determined by a weightmap
 on the surface. But I can't figure out getting a weight closest to each
 strand point from the surface into an array like StrandSize.

 Does anyone have any suggestions? Still new to this.

 Also is there a way to export strands as geometry into maya?

 Thanks
 Matt



Re: strands and weight maps

2012-11-13 Thread Milady Bridges
.  Looks like someone beat me to it!  Sorry for the repeat info


On Tue, Nov 13, 2012 at 1:55 PM, Milady Bridges milady.brid...@gmail.comwrote:

 I'm not sure I understand your question clearly.  If you have a
 strandPosition array, and you find the closest location of each
 strandPosition to the surface that has your weightmap property, then grab
 the value of your weightmap at that location, it should return an array.
 You can use that array to manipulate your strandSize.


 On Tue, Nov 13, 2012 at 1:10 PM, Matt Waltrip matt.walt...@gmail.comwrote:

 Hi all

 I have made strands in ice which are moving across a surface by setting
 strandPosition arrays and all.

 I would like to have the strand data thickness determined by a weightmap
 on the surface. But I can't figure out getting a weight closest to each
 strand point from the surface into an array like StrandSize.

 Does anyone have any suggestions? Still new to this.

 Also is there a way to export strands as geometry into maya?

 Thanks
 Matt





Re: strands and weight maps

2012-11-13 Thread Matt Waltrip
Thank you both

Renaud the problem is the sizes down strand here come from the strand
ratio. I need to make each strandsize from the weightmap like this. Any
idea?


[image: Inline image 1]
sizeandweights.jpg

Re: strands and weight maps

2012-11-13 Thread Mathieu Leclaire
Instead of passing the particle position in your get closest location 
node, pass your strand position. It will return you a location per point 
of your strand position. You can then manipulate your data as desired 
and write the proper value in your strand size.


For transferring strands into Maya, you can use the Alembic 
implementation of Exocortex. Otherwise, you can convert your strand into 
mesh using ICE modeling and export a geometry. If you need it to be 
animated, you're then going to have to point cache it using a format 
that Maya can read.


-Mathieu

Matt Waltrip wrote:

Hi all

I have made strands in ice which are moving across a surface by 
setting strandPosition arrays and all.


I would like to have the strand data thickness determined by a 
weightmap on the surface. But I can't figure out getting a weight 
closest to each strand point from the surface into an array like 
StrandSize.


Does anyone have any suggestions? Still new to this.

Also is there a way to export strands as geometry into maya?

Thanks
Matt





Re: Strands Question

2012-10-24 Thread Daniel Brassard
Maybe delay set data node need to go in there somewhere.

Dan

On Tue, Oct 23, 2012 at 4:52 PM, Adam Sale adamfs...@gmail.com wrote:

 I've tried it with both options, still the same behavior for me when I use
 it with  spawn on collision

 On Tue, Oct 23, 2012 at 8:28 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi Adam

 In the create Strand node, It might fix your problem if you tick on
 reverse strand direction.

 Thanks
 Ben


 On 22 October 2012 17:54, Adam Sale adamfs...@gmail.com wrote:

 Dang.. forgot that I had built it in a 2014 Beta..

 Here is a link with a similar simple setup for 2012

 https://www.dropbox.com/sh/z8p4v5kkh24fqhg/PlWaklwcbU/Raintest2012.scn

 Frame 27 is the first instance of this extra tail on the newly spawned
 blue particles..

 Just not remembering how to fix this one..
 Thanks for any help..

 Adam


 On Mon, Oct 22, 2012 at 12:47 AM, Thomas Volkmann 
 li...@thomasvolkmann.com wrote:

 **
  Unfortunately the scene crashes at startup... at least on my machine
 :/

  /Thomas


 Adam Sale adamfs...@gmail.com hat am 22. Oktober 2012 um 05:35
 geschrieben:

 Hey folks, Its been a while since I've used strands, and I recently
 came across an issue that I can't remember how to fix. Searching archives
 yields no useful results, as I'm not sure how to frame my query.

  If I emit Strands from particles ( like rain streaks), and then
 spawning particles based on collisions with say a grid, the spawned
 particles inherit the strands, but they have this behavior where the
 strands are actually ahead of the actual particle from which they are
 supposed to trail. In the create Strands Dialogue, there is a Reverse
 Strand direction option, but this doesn't do it.

  Its easiest to see this on frames 15 and 16 of the dropbox attach.

  Heres a link to a scene so you can see what I mean.. I feel like this
 is one of those duh moments...

  https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9

  Thanks for any thoughts..

 Adam










Re: Strands Question

2012-10-24 Thread Adam Sale
that makes sense Petr..

I will check out your fix..

Thanks Man

Adam

On Wed, Oct 24, 2012 at 2:22 PM, Petr Zloty petr.zl...@gmail.com wrote:

 Hi,
 There is an easy solution, look at the attached image. Just multiply
 the strand length of splash particles by their age and then add small
 value to prevent any errors.

 It's because the trail generation compound remembers all of the
 previous positions of the rain drop particle, and it doesn't empty
 that list after spawn on collision event. So the strand is not ahead
 but it's follow the original strand.


 I bypass this problem recently with a little different solution. I
 created the splash particles on different pointcloud, it works too.

 Cheers

 2012/10/24 Adam Sale adamfs...@gmail.com:
  Either way, this is something that should just work with the provided
 tasks.
 
 
 
  On Wed, Oct 24, 2012 at 9:53 AM, Daniel Brassard dbrassar...@gmail.com
  wrote:
 
  Maybe delay set data node need to go in there somewhere.
 
  Dan
 
 
  On Tue, Oct 23, 2012 at 4:52 PM, Adam Sale adamfs...@gmail.com wrote:
 
  I've tried it with both options, still the same behavior for me when I
  use it with  spawn on collision
 
  On Tue, Oct 23, 2012 at 8:28 AM, Ben Beckett nebbeck...@gmail.com
  wrote:
 
  Hi Adam
 
  In the create Strand node, It might fix your problem if you tick on
  reverse strand direction.
 
  Thanks
  Ben
 
 
  On 22 October 2012 17:54, Adam Sale adamfs...@gmail.com wrote:
 
  Dang.. forgot that I had built it in a 2014 Beta..
 
  Here is a link with a similar simple setup for 2012
 
 
 https://www.dropbox.com/sh/z8p4v5kkh24fqhg/PlWaklwcbU/Raintest2012.scn
 
  Frame 27 is the first instance of this extra tail on the newly
 spawned
  blue particles..
 
  Just not remembering how to fix this one..
  Thanks for any help..
 
  Adam
 
 
  On Mon, Oct 22, 2012 at 12:47 AM, Thomas Volkmann
  li...@thomasvolkmann.com wrote:
 
  Unfortunately the scene crashes at startup... at least on my machine
  :/
 
  /Thomas
 
 
  Adam Sale adamfs...@gmail.com hat am 22. Oktober 2012 um 05:35
  geschrieben:
 
  Hey folks, Its been a while since I've used strands, and I recently
  came across an issue that I can't remember how to fix. Searching
 archives
  yields no useful results, as I'm not sure how to frame my query.
 
  If I emit Strands from particles ( like rain streaks), and then
  spawning particles based on collisions with say a grid, the spawned
  particles inherit the strands, but they have this behavior where
 the strands
  are actually ahead of the actual particle from which they are
 supposed to
  trail. In the create Strands Dialogue, there is a Reverse Strand
 direction
  option, but this doesn't do it.
 
  Its easiest to see this on frames 15 and 16 of the dropbox attach.
 
  Heres a link to a scene so you can see what I mean.. I feel like
 this
  is one of those duh moments...
 
  https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9
 
  Thanks for any thoughts..
 
  Adam
 
 
 
 
 
 
 
 
 



Re: Strands Question

2012-10-23 Thread Ben Beckett
Hi Adam

In the create Strand node, It might fix your problem if you tick on reverse
strand direction.

Thanks
Ben


On 22 October 2012 17:54, Adam Sale adamfs...@gmail.com wrote:

 Dang.. forgot that I had built it in a 2014 Beta..

 Here is a link with a similar simple setup for 2012

 https://www.dropbox.com/sh/z8p4v5kkh24fqhg/PlWaklwcbU/Raintest2012.scn

 Frame 27 is the first instance of this extra tail on the newly spawned
 blue particles..

 Just not remembering how to fix this one..
 Thanks for any help..

 Adam


 On Mon, Oct 22, 2012 at 12:47 AM, Thomas Volkmann 
 li...@thomasvolkmann.com wrote:

 **
  Unfortunately the scene crashes at startup... at least on my machine :/

  /Thomas


 Adam Sale adamfs...@gmail.com hat am 22. Oktober 2012 um 05:35
 geschrieben:

 Hey folks, Its been a while since I've used strands, and I recently came
 across an issue that I can't remember how to fix. Searching archives yields
 no useful results, as I'm not sure how to frame my query.

  If I emit Strands from particles ( like rain streaks), and then spawning
 particles based on collisions with say a grid, the spawned particles
 inherit the strands, but they have this behavior where the strands are
 actually ahead of the actual particle from which they are supposed to
 trail. In the create Strands Dialogue, there is a Reverse Strand direction
 option, but this doesn't do it.

  Its easiest to see this on frames 15 and 16 of the dropbox attach.

  Heres a link to a scene so you can see what I mean.. I feel like this is
 one of those duh moments...

  https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9

  Thanks for any thoughts..

 Adam








Re: Strands Question

2012-10-23 Thread Adam Sale
I've tried it with both options, still the same behavior for me when I use
it with  spawn on collision

On Tue, Oct 23, 2012 at 8:28 AM, Ben Beckett nebbeck...@gmail.com wrote:

 Hi Adam

 In the create Strand node, It might fix your problem if you tick on
 reverse strand direction.

 Thanks
 Ben


 On 22 October 2012 17:54, Adam Sale adamfs...@gmail.com wrote:

 Dang.. forgot that I had built it in a 2014 Beta..

 Here is a link with a similar simple setup for 2012

 https://www.dropbox.com/sh/z8p4v5kkh24fqhg/PlWaklwcbU/Raintest2012.scn

 Frame 27 is the first instance of this extra tail on the newly spawned
 blue particles..

 Just not remembering how to fix this one..
 Thanks for any help..

 Adam


 On Mon, Oct 22, 2012 at 12:47 AM, Thomas Volkmann 
 li...@thomasvolkmann.com wrote:

 **
  Unfortunately the scene crashes at startup... at least on my machine :/

  /Thomas


 Adam Sale adamfs...@gmail.com hat am 22. Oktober 2012 um 05:35
 geschrieben:

 Hey folks, Its been a while since I've used strands, and I recently came
 across an issue that I can't remember how to fix. Searching archives yields
 no useful results, as I'm not sure how to frame my query.

  If I emit Strands from particles ( like rain streaks), and then
 spawning particles based on collisions with say a grid, the spawned
 particles inherit the strands, but they have this behavior where the
 strands are actually ahead of the actual particle from which they are
 supposed to trail. In the create Strands Dialogue, there is a Reverse
 Strand direction option, but this doesn't do it.

  Its easiest to see this on frames 15 and 16 of the dropbox attach.

  Heres a link to a scene so you can see what I mean.. I feel like this
 is one of those duh moments...

  https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9

  Thanks for any thoughts..

 Adam









Re: Strands Question

2012-10-22 Thread Thomas Volkmann
Unfortunately the scene crashes at startup... at least on my machine :/

/Thomas


Adam Sale adamfs...@gmail.com hat am 22. Oktober 2012 um 05:35 geschrieben:

 Hey folks, Its been a while since I've used strands, and I recently came
 across an issue that I can't remember how to fix. Searching archives yields no
 useful results, as I'm not sure how to frame my query.
 
  If I emit Strands from particles ( like rain streaks), and then spawning
 particles based on collisions with say a grid, the spawned particles inherit
 the strands, but they have this behavior where the strands are actually ahead
 of the actual particle from which they are supposed to trail. In the create
 Strands Dialogue, there is a Reverse Strand direction option, but this doesn't
 do it.
 
  Its easiest to see this on frames 15 and 16 of the dropbox attach.
 
  Heres a link to a scene so you can see what I mean.. I feel like this is one
 of those duh moments...
 
  https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9
 https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9
 
  Thanks for any thoughts..
 
  Adam
 


Re: Strands Question

2012-10-22 Thread Adam Sale
Dang.. forgot that I had built it in a 2014 Beta..

Here is a link with a similar simple setup for 2012

https://www.dropbox.com/sh/z8p4v5kkh24fqhg/PlWaklwcbU/Raintest2012.scn

Frame 27 is the first instance of this extra tail on the newly spawned blue
particles..

Just not remembering how to fix this one..
Thanks for any help..

Adam

On Mon, Oct 22, 2012 at 12:47 AM, Thomas Volkmann
li...@thomasvolkmann.comwrote:

 **
  Unfortunately the scene crashes at startup... at least on my machine :/

  /Thomas


 Adam Sale adamfs...@gmail.com hat am 22. Oktober 2012 um 05:35
 geschrieben:

 Hey folks, Its been a while since I've used strands, and I recently came
 across an issue that I can't remember how to fix. Searching archives yields
 no useful results, as I'm not sure how to frame my query.

  If I emit Strands from particles ( like rain streaks), and then spawning
 particles based on collisions with say a grid, the spawned particles
 inherit the strands, but they have this behavior where the strands are
 actually ahead of the actual particle from which they are supposed to
 trail. In the create Strands Dialogue, there is a Reverse Strand direction
 option, but this doesn't do it.

  Its easiest to see this on frames 15 and 16 of the dropbox attach.

  Heres a link to a scene so you can see what I mean.. I feel like this is
 one of those duh moments...

  https://www.dropbox.com/sh/z8p4v5kkh24fqhg/hOZ9aew6n9

  Thanks for any thoughts..

 Adam






Re: Strands deform by vector flow?

2012-05-22 Thread Gerbrand Nel
or just use the bend strand towards vector. This works nice for short 
strands

On 2012/05/18 09:23 PM, Steven Caron wrote:
for each particle you need to look up closest locations on the 
surface... you should be able to use an array of positions 
(StrandPosition)


s

On Fri, May 18, 2012 at 12:21 PM, Dominik d...@shedmtl.com 
mailto:d...@shedmtl.com wrote:


Hey list,

I hope some Ice master could help me with that.

I'm trying to deform strands by using the vector flow stored on
the emitter surface. This vector flow is composed by the closest
pointtangent of a curve, drew on the surface.  Until now, I have
my vector flow transfert to the strands pointcloud, but I've no
idea how I could apply this deformation on the strands.

I linked an image to help...



*Dominik Kirouac // SHED*
artiste 3D

1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 tel:514%20849-1555 F 514 849-5025
tel:514%20849-5025 WWW.SHEDMTL.COMhttp://www.shedmtl.com/


No virus found in this message.
Checked by AVG - www.avg.com http://www.avg.com
Version: 2012.0.2176 / Virus Database: 2425/5008 - Release Date: 05/18/12





Re: Strands deform by vector flow?

2012-05-18 Thread Steven Caron
for each particle you need to look up closest locations on the surface...
you should be able to use an array of positions (StrandPosition)

s

On Fri, May 18, 2012 at 12:21 PM, Dominik d...@shedmtl.com wrote:

  Hey list,

 I hope some Ice master could help me with that.

 I'm trying to deform strands by using the vector flow stored on the
 emitter surface. This vector flow is composed by the closest pointtangent
 of a curve, drew on the surface.  Until now, I have my vector flow
 transfert to the strands pointcloud, but I've no idea how I could apply
 this deformation on the strands.

 I linked an image to help...



 *Dominik Kirouac // SHED*
 artiste 3D

 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM http://www.shedmtl.com/***
 *

 ** **




Re: Strands instance orientation update - with images

2012-05-15 Thread Morten Bartholdy
Sorry for the doublepost noise - webmail client is acting up.



/MB


Den 15. maj 2012 kl. 13:50 skrev Morten Bartholdy x...@colorshopvfx.dk:

 Here are a couple of images showing what I am doing:
 
 
 
 http://dl.dropbox.com/u/763668/ICE/Strands_InstanceGeo_Rotation_01.jpg
 
 
 
 http://dl.dropbox.com/u/763668/ICE/Strands_InstanceGeo_Rotation_ICE_Tree_01.jpg
 
 
 
 I just need to randomize of the geometrys y-rotation, and according to the
 docs and pointers given here earlier this should do the trick, but no go.
 Is there a magic step I might have missed to get it working?
 
 
 
 /Morten