Re: Static Turbulence
Thanks guys. Paul's video is exactly the problem I had. I think I figured out the step one of his video and will be taking it to the next step based on his approach. On Wed, Dec 11, 2013 at 12:34 PM, olivier jeannel olivier.jean...@noos.frwrote: Paul Smith propose something, I think in this video : https://vimeo.com/66054707 Le 11/12/2013 04:13, Eric Lampi a écrit : No it wouldn't, I misunderstood what he was using it with. Thanks Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Dec 10, 2013 at 7:16 PM, Benoit Delaunay delaunay@gmail.comwrote: Eric, I don't think it would work if the mesh is animated with an enveloppe or another deformer. Byron I had the exact same problem a few weeks ago and fixed it with the xocean compound. Voronoi noise is quite nice :)
Re: Static Turbulence
assuming you used “turbulize mesh” – if you go inside the compound, and then inside the “turbulize around value” compound – you’ll see a “turbulence” node. That’s the one giving you the turbulence. You’ll see there is a “get_particle_position“ going into an “add” node, that goes into the turbulence. So simply put, the turbulence value is dependent on the point’s position in space. So it’s perfectly normal on a deforming mesh, that the turbulence values are not the same each frame – resulting in the “swimming” you describe. (I reproduced it by putting two ice trees, each with turbulize mesh – the second turbulize is swimming. If your object is a regular horizontal grid, with only vertical deformation the solution is very simple: after the add you can put a multiply, with the vector set to 1,0,1. This way the turbulence value is generated as if it were a flat grid, hence no swimming. If the base object and/or deformation are more complex, you can set_data the position on the first frame to a custom vector, and use that for the rest of the timeline going into the turbulence - instead of the “get_particle_position”. That way the turbulence is spatially coherent while sticking on the deforming mesh. Wether or not it will “look right” is another question. From: Byron Nash Sent: Tuesday, December 10, 2013 11:18 PM To: softimage@listproc.autodesk.com Subject: Re: Static Turbulence Yes, it wasn't that. The issue was my ground was moving around and ended up getting different turbulence values as it moved through space. Maybe it's a result of the FBX cache? I think I found a way to fix it, however un-elegant. I made a copy of the original and froze it. Created an ice tree to calculate the turbulence offset and stored it. Then in the animated version added that offset value to the mesh. Seems to work. On Tue, Dec 10, 2013 at 4:57 PM, Grahame Fuller grahame.ful...@autodesk.com wrote: Did you turn off Is Animated? gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Tuesday, December 10, 2013 4:47 PM To: softimage@listproc.autodesk.com Subject: Static Turbulence I have an animated ground plane mesh I brought in from Maya as a FBX cache. I need to add some high frequency noise to it and send it back. My first pass has nice noise with a quick turbulence node but it sort of swims as the mesh moves through space. I'd like to set my offset on the first frame for the noise and then have it be the same throughout the sequence. I tried piping the turbulence into a custom set data node and then in another ICE tree read that data and move the points accordingly. It seems like it's still swimming. I'm guessing the set data node is reading the turbulence every frame? What's the best way to do what I'm asking? Thanks! Byron
Re: Static Turbulence
Paul Smith propose something, I think in this video : https://vimeo.com/66054707 Le 11/12/2013 04:13, Eric Lampi a écrit : No it wouldn't, I misunderstood what he was using it with. Thanks Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Dec 10, 2013 at 7:16 PM, Benoit Delaunay delaunay@gmail.com mailto:delaunay@gmail.com wrote: Eric, I don't think it would work if the mesh is animated with an enveloppe or another deformer. Byron I had the exact same problem a few weeks ago and fixed it with the xocean compound. Voronoi noise is quite nice :)
RE: Static Turbulence
Did you turn off Is Animated? gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Tuesday, December 10, 2013 4:47 PM To: softimage@listproc.autodesk.com Subject: Static Turbulence I have an animated ground plane mesh I brought in from Maya as a FBX cache. I need to add some high frequency noise to it and send it back. My first pass has nice noise with a quick turbulence node but it sort of swims as the mesh moves through space. I'd like to set my offset on the first frame for the noise and then have it be the same throughout the sequence. I tried piping the turbulence into a custom set data node and then in another ICE tree read that data and move the points accordingly. It seems like it's still swimming. I'm guessing the set data node is reading the turbulence every frame? What's the best way to do what I'm asking? Thanks! Byron attachment: winmail.dat
Re: Static Turbulence
Yes, it wasn't that. The issue was my ground was moving around and ended up getting different turbulence values as it moved through space. Maybe it's a result of the FBX cache? I think I found a way to fix it, however un-elegant. I made a copy of the original and froze it. Created an ice tree to calculate the turbulence offset and stored it. Then in the animated version added that offset value to the mesh. Seems to work. On Tue, Dec 10, 2013 at 4:57 PM, Grahame Fuller grahame.ful...@autodesk.com wrote: Did you turn off Is Animated? gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Tuesday, December 10, 2013 4:47 PM To: softimage@listproc.autodesk.com Subject: Static Turbulence I have an animated ground plane mesh I brought in from Maya as a FBX cache. I need to add some high frequency noise to it and send it back. My first pass has nice noise with a quick turbulence node but it sort of swims as the mesh moves through space. I'd like to set my offset on the first frame for the noise and then have it be the same throughout the sequence. I tried piping the turbulence into a custom set data node and then in another ICE tree read that data and move the points accordingly. It seems like it's still swimming. I'm guessing the set data node is reading the turbulence every frame? What's the best way to do what I'm asking? Thanks! Byron
Re: Static Turbulence
The turbulence is in global space, so when your object moves through space, it's actually moving through the noise. Maybe if you parent the mesh to null and animate that, then use that null's global position plugged into the xyz position of the turbulence, that should keep your points constant with the turbulence applied. Eric Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Dec 10, 2013 at 4:57 PM, Grahame Fuller grahame.ful...@autodesk.com wrote: Did you turn off Is Animated? gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash Sent: Tuesday, December 10, 2013 4:47 PM To: softimage@listproc.autodesk.com Subject: Static Turbulence I have an animated ground plane mesh I brought in from Maya as a FBX cache. I need to add some high frequency noise to it and send it back. My first pass has nice noise with a quick turbulence node but it sort of swims as the mesh moves through space. I'd like to set my offset on the first frame for the noise and then have it be the same throughout the sequence. I tried piping the turbulence into a custom set data node and then in another ICE tree read that data and move the points accordingly. It seems like it's still swimming. I'm guessing the set data node is reading the turbulence every frame? What's the best way to do what I'm asking? Thanks! Byron
Re: Static Turbulence
Eric, I don't think it would work if the mesh is animated with an enveloppe or another deformer. Byron I had the exact same problem a few weeks ago and fixed it with the xocean compound. Voronoi noise is quite nice :)
Re: Static Turbulence
No it wouldn't, I misunderstood what he was using it with. Thanks Freelance 3D and VFX animator http://vimeopro.com/user7979713/3d-work On Tue, Dec 10, 2013 at 7:16 PM, Benoit Delaunay delaunay@gmail.comwrote: Eric, I don't think it would work if the mesh is animated with an enveloppe or another deformer. Byron I had the exact same problem a few weeks ago and fixed it with the xocean compound. Voronoi noise is quite nice :)