Re: Raycast by camera instead of direction

2013-06-20 Thread Andy Moorer
Alan, Miguel and Eric shared out a nice training video which sounds similar to 
what you are describing Jimmy (only the "dents" are "bumps"). You might give it 
a look over:

 https://vimeo.com/groups/ice/videos/67967251

Cheers - AM

> From: softimage-boun...@listproc.autodesk.com 
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jimmy Marrero
> Sent: Thursday, June 20, 2013 5:54 PM
> To: softimage@listproc.autodesk.com
> Subject: Re: Raycast by camera instead of direction
> 
>  
> 
> Raff you were absolutely right, I am.having that exact issue. 
> What im trying to achieve is something like a golf ball effect. Where spheres 
> fly in and create an indentation on a master sphere.  Where the indentations 
> are toward the master spheres center.
> 
> Any ideas?? 
> Thanks again for all.your help
> Jim
> 
> On Jun 19, 2013 7:05 PM, "Raffaele Fragapane"  
> wrote:
> 
> That will quickly go down a drain the moment you have deformations pushing 
> the character off its centre, creating swimming effects.
> 
> 
> It's ok for contained portions of static terrain probably, but a more 
> reliable solution emulating raytracing the fragment should work off the 
> sampled point you're working on, or the nearest discrete sample if you want 
> to go grid.
> 
>  
> 
> On Wed, Jun 19, 2013 at 1:52 AM, Christian Gotzinger  
> wrote:
> 
> As the direction you vector you can use the vector from your camera position 
> to the object. You simply subtract one position from the other:
> 
> yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the result 
> into the raycast)
> 
>  
> 
> On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero  wrote:
> 
> Hey guys 
> I am using the footprint deformation in ICE and was wondering if there is a 
> way to align the Raycast to match the direction of my camera. I am testing it 
> currently on a sphere, I want to be able to rotate around the sphere and have 
> the deformation appear consistent around the object instead of the current 
> way of just deforming on a particular axis.
> 
> Any help appreciated.
> 
> Thanks
> 
> 
> Jimmy
> 
>  
> 
>  
> 
> 
> 
> 
> -- 
> Our users will know fear and cower before our software! Ship it! Ship it and 
> let them flee like the dogs they are!


RE: Raycast by camera instead of direction

2013-06-20 Thread Matt Lind
What you need to do is determine if the tiny sphere penetrates the master 
sphere.  You can do that by computing the vector starting at the tiny sphere's 
center and pointing towards the master sphere's center, then measure its 
length.  Computing the vector is a subtraction of tiny sphere's global position 
from the master sphere's global position.  If its length is less than 
tiny_sphere_radius + master_sphere_radius, the tiny sphere has penetrated.

How the dent is performed on the master sphere really depends on the effect you 
want.  If you want total friction, then you push the master's vertices in the 
direction of travel by the tiny sphere.  If you want a friction free dent, then 
you'll likely push the vertices along the tiny sphere's surface normal at point 
of contact.  The former will gouge the master sphere's surface like a meteor 
impact dragging the mud along the path of travel, the latter will create an 
elastic dent like when you try to poke your finger through an inflated balloon.


Matt


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jimmy Marrero
Sent: Thursday, June 20, 2013 5:54 PM
To: softimage@listproc.autodesk.com
Subject: Re: Raycast by camera instead of direction


Raff you were absolutely right, I am.having that exact issue.
What im trying to achieve is something like a golf ball effect. Where spheres 
fly in and create an indentation on a master sphere.  Where the indentations 
are toward the master spheres center.

Any ideas??
Thanks again for all.your help
Jim
On Jun 19, 2013 7:05 PM, "Raffaele Fragapane" 
mailto:raffsxsil...@googlemail.com>> wrote:
That will quickly go down a drain the moment you have deformations pushing the 
character off its centre, creating swimming effects.

It's ok for contained portions of static terrain probably, but a more reliable 
solution emulating raytracing the fragment should work off the sampled point 
you're working on, or the nearest discrete sample if you want to go grid.

On Wed, Jun 19, 2013 at 1:52 AM, Christian Gotzinger 
mailto:cgo...@googlemail.com>> wrote:
As the direction you vector you can use the vector from your camera position to 
the object. You simply subtract one position from the other:
yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the result 
into the raycast)

On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero 
mailto:jimmymarr...@gmail.com>> wrote:
Hey guys
I am using the footprint deformation in ICE and was wondering if there is a way 
to align the Raycast to match the direction of my camera. I am testing it 
currently on a sphere, I want to be able to rotate around the sphere and have 
the deformation appear consistent around the object instead of the current way 
of just deforming on a particular axis.
Any help appreciated.
Thanks

Jimmy





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


Re: Raycast by camera instead of direction

2013-06-20 Thread Raffaele Fragapane
So is the problem you are trying to solve one of a denting operator? Like
something where one object(s) deforms (dents) another based on
intersection/collision?
Can you simulate?


I'm not 100% sure why you would be working off the camer if it was the
above, so I suspect I might not quite be getting the right idea of what
you're trying to do.


On Fri, Jun 21, 2013 at 10:53 AM, Jimmy Marrero wrote:

> Raff you were absolutely right, I am.having that exact issue.
> What im trying to achieve is something like a golf ball effect. Where
> spheres fly in and create an indentation on a master sphere.  Where the
> indentations are toward the master spheres center.
>
> Any ideas??
> Thanks again for all.your help
> Jim
> On Jun 19, 2013 7:05 PM, "Raffaele Fragapane" 
> wrote:
>
>> That will quickly go down a drain the moment you have deformations
>> pushing the character off its centre, creating swimming effects.
>>
>> It's ok for contained portions of static terrain probably, but a more
>> reliable solution emulating raytracing the fragment should work off the
>> sampled point you're working on, or the nearest discrete sample if you want
>> to go grid.
>>
>>
>> On Wed, Jun 19, 2013 at 1:52 AM, Christian Gotzinger <
>> cgo...@googlemail.com> wrote:
>>
>>> As the direction you vector you can use the vector from your camera
>>> position to the object. You simply subtract one position from the other:
>>> yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the
>>> result into the raycast)
>>>
>>>
>>> On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero 
>>> wrote:
>>>
 Hey guys
 I am using the footprint deformation in ICE and was wondering if there
 is a way to align the Raycast to match the direction of my camera. I am
 testing it currently on a sphere, I want to be able to rotate around the
 sphere and have the deformation appear consistent around the object instead
 of the current way of just deforming on a particular axis.

 Any help appreciated.
 Thanks


 Jimmy


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


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


Re: Raycast by camera instead of direction

2013-06-20 Thread Jimmy Marrero
Raff you were absolutely right, I am.having that exact issue.
What im trying to achieve is something like a golf ball effect. Where
spheres fly in and create an indentation on a master sphere.  Where the
indentations are toward the master spheres center.

Any ideas??
Thanks again for all.your help
Jim
On Jun 19, 2013 7:05 PM, "Raffaele Fragapane" 
wrote:

> That will quickly go down a drain the moment you have deformations pushing
> the character off its centre, creating swimming effects.
>
> It's ok for contained portions of static terrain probably, but a more
> reliable solution emulating raytracing the fragment should work off the
> sampled point you're working on, or the nearest discrete sample if you want
> to go grid.
>
>
> On Wed, Jun 19, 2013 at 1:52 AM, Christian Gotzinger <
> cgo...@googlemail.com> wrote:
>
>> As the direction you vector you can use the vector from your camera
>> position to the object. You simply subtract one position from the other:
>> yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the
>> result into the raycast)
>>
>>
>> On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero wrote:
>>
>>> Hey guys
>>> I am using the footprint deformation in ICE and was wondering if there
>>> is a way to align the Raycast to match the direction of my camera. I am
>>> testing it currently on a sphere, I want to be able to rotate around the
>>> sphere and have the deformation appear consistent around the object instead
>>> of the current way of just deforming on a particular axis.
>>>
>>> Any help appreciated.
>>> Thanks
>>>
>>>
>>> Jimmy
>>>
>>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Raycast by camera instead of direction

2013-06-19 Thread Raffaele Fragapane
That will quickly go down a drain the moment you have deformations pushing
the character off its centre, creating swimming effects.

It's ok for contained portions of static terrain probably, but a more
reliable solution emulating raytracing the fragment should work off the
sampled point you're working on, or the nearest discrete sample if you want
to go grid.


On Wed, Jun 19, 2013 at 1:52 AM, Christian Gotzinger
wrote:

> As the direction you vector you can use the vector from your camera
> position to the object. You simply subtract one position from the other:
> yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the
> result into the raycast)
>
>
> On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero wrote:
>
>> Hey guys
>> I am using the footprint deformation in ICE and was wondering if there is
>> a way to align the Raycast to match the direction of my camera. I am
>> testing it currently on a sphere, I want to be able to rotate around the
>> sphere and have the deformation appear consistent around the object instead
>> of the current way of just deforming on a particular axis.
>>
>> Any help appreciated.
>> Thanks
>>
>>
>> Jimmy
>>
>>
>


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


Re: Raycast by camera instead of direction

2013-06-19 Thread Jimmy Marrero
Thanks so much worked like a charm



On Tue, Jun 18, 2013 at 11:52 AM, Christian Gotzinger  wrote:

> As the direction you vector you can use the vector from your camera
> position to the object. You simply subtract one position from the other:
> yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the
> result into the raycast)
>
>
> On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero wrote:
>
>> Hey guys
>> I am using the footprint deformation in ICE and was wondering if there is
>> a way to align the Raycast to match the direction of my camera. I am
>> testing it currently on a sphere, I want to be able to rotate around the
>> sphere and have the deformation appear consistent around the object instead
>> of the current way of just deforming on a particular axis.
>>
>> Any help appreciated.
>> Thanks
>>
>>
>> Jimmy
>>
>>
>


Re: Raycast by camera instead of direction

2013-06-18 Thread Christian Gotzinger
As the direction you vector you can use the vector from your camera
position to the object. You simply subtract one position from the other:
yourobject.kine.global.pos MINUS camera.kine.global.pos (and plug the
result into the raycast)


On Tue, Jun 18, 2013 at 5:26 PM, Jimmy Marrero wrote:

> Hey guys
> I am using the footprint deformation in ICE and was wondering if there is
> a way to align the Raycast to match the direction of my camera. I am
> testing it currently on a sphere, I want to be able to rotate around the
> sphere and have the deformation appear consistent around the object instead
> of the current way of just deforming on a particular axis.
>
> Any help appreciated.
> Thanks
>
>
> Jimmy
>
>


Raycast by camera instead of direction

2013-06-18 Thread Jimmy Marrero
Hey guys
I am using the footprint deformation in ICE and was wondering if there is a
way to align the Raycast to match the direction of my camera. I am testing
it currently on a sphere, I want to be able to rotate around the sphere and
have the deformation appear consistent around the object instead of the
current way of just deforming on a particular axis.

Any help appreciated.
Thanks


Jimmy