Re: Static Turbulence

2013-12-12 Thread Byron Nash
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

2013-12-11 Thread peter_b
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

2013-12-11 Thread olivier jeannel

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

2013-12-10 Thread Grahame Fuller
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

2013-12-10 Thread Byron Nash
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

2013-12-10 Thread Eric Lampi
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

2013-12-10 Thread Benoit Delaunay
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

2013-12-10 Thread Eric Lampi
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 :)