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.
--
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
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 

--
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 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  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 :
>> 
>> 
>> > On 2 Jan 2015, at 12:39, Stefan Kubicek > >  > 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  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 
>> >

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 :

>
>
> > On 2 Jan 2015, at 12:39, Stefan Kubicek  >  > 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  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 mailto:"ste...@keyvis.at";
> > ">ste...@keyvis.at
> >  -
> >Alfred Feierfeilstraße 3
> >  A-2380 Perchtoldsdorf bei Wien
> >   Phone: +43 (0) 699 12614231
> > 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   > 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  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 mailto:"ste...@keyvis.at";
> ">ste...@keyvis.at
>  -
>Alfred Feierfeilstraße 3
>  A-2380 Perchtoldsdorf bei Wien
>   Phone: +43 (0) 699 12614231
> 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 Stefan Kubicek

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 ste...@keyvis.at
-
  Alfred Feierfeilstraße 3
A-2380 Perchtoldsdorf bei Wien
 Phone: +43 (0) 699 12614231
   www.keyvis.at
 This email and its attachments are
confidential and for the recipient only

Re: Strands

2013-11-05 Thread royston michaels
Thanks David

On 11/5/13, David Barosin  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
> wrote:
>
>> 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 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 wrote:

> 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 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 

>  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 
>
>> How about making strands into geometry tubes with UVs? Like in here...
>>
>> http://www.si-community.com/community/viewtopic.php?f=15&t=1456
>>
>>
>>
>> On Thu, Aug 1, 2013 at 2:38 PM, Antonin Messier 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 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 
www.flystudio.com 


2013/8/1 Alan Fregtman >


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

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



On Thu, Aug 1, 2013 at 2:38 PM, Antonin Messier
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 







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 

> How about making strands into geometry tubes with UVs? Like in here...
>
> http://www.si-community.com/community/viewtopic.php?f=15&t=1456
>
>
>
> On Thu, Aug 1, 2013 at 2:38 PM, Antonin Messier 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 Alan Fregtman
How about making strands into geometry tubes with UVs? Like in here...

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



On Thu, Aug 1, 2013 at 2:38 PM, Antonin Messier  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

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] 
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] 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

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 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] 
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

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 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

2013-07-31 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

2013-07-31 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]
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

2013-07-30 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

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] 
mailto: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<mailto: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]
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] 
mailto: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<mailto: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 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




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 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] 
mailto: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 Ben Beckett
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-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  | Technical
> Supervisor
>
>  
>   
>  --
> *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

2012-12-06 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  wrote:

> Wait... January has 5 weeks now?
>
> ;)
>


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  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 Doeke Wartena
yeah amazing, that makes commercial nice :)

2012/12/5 Miquel Campos 

> thanks for the link Martin :)
>
> 
>
> Miquel Campos
> www.akaosaru.com
>
>
>
>
> 2012/12/5 Martin Chatterjee 
>
>> That would be Glassworks London.
>>
>> http://www.glassworks.co.uk/node/2683&search-type=all&term=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 
>> wrote:
>>
>>> Woah this is really cool! who did it?
>>>
>>> 
>>>
>>> Miquel Campos
>>> www.akaosaru.com
>>>
>>>
>>>
>>>
>>> 2012/12/5 olivier jeannel 
>>>
  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 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 

> That would be Glassworks London.
>
> http://www.glassworks.co.uk/node/2683&search-type=all&term=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 wrote:
>
>> Woah this is really cool! who did it?
>>
>> 
>>
>> Miquel Campos
>> www.akaosaru.com
>>
>>
>>
>>
>> 2012/12/5 olivier jeannel 
>>
>>>  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 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 Martin Chatterjee
That would be Glassworks London.

http://www.glassworks.co.uk/node/2683&search-type=all&term=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 wrote:

> Woah this is really cool! who did it?
>
> 
>
> Miquel Campos
> www.akaosaru.com
>
>
>
>
> 2012/12/5 olivier jeannel 
>
>>  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 > > 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 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 

>  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 
> 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  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 olivier jeannel
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 
mailto: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 mailto: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 Sandy Sutherland
Hi Andy - you interested in remote from Cape Town, South africa - or is that 
too far?  Might know of someone here.

S.


Sandy Sutherland | Technical 
Supervisor
[http://triggerfish.co.za/en/wp-content/uploads/udf_foundry/images/logo.png] 

[http://static.ak.fbcdn.net/rsrc.php/v2/ym/x/lFV-lsMcC_0.png] 


[https://si0.twimg.com/a/1349296073/images/resources/twitter-bird-white-on-blue.png]
 

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 Ciaran Moloney
Oh right, yeah. Hollywood. Forgot about that...

On Wed, Dec 5, 2012 at 7:30 PM, Meng-Yang Lu  wrote:

> 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


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 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  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 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 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  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 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 
mailto: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 
mailto: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<http://www.genecrucean.com>

~~ Please use my website's contact form on 
www.genecrucean.com<http://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<http://www.genecrucean.com>

~~ Please use my website's contact form on 
www.genecrucean.com<http://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  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 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
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  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 Gene Crucean
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  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. ~~


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 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]
<>

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 wrote:

> 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 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 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 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 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  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 :
> > Either way, this is something that should just work with the provided
> tasks.
> >
> >
> >
> > On Wed, Oct 24, 2012 at 9:53 AM, Daniel Brassard 
> > wrote:
> >>
> >> Maybe delay set data node need to go in there somewhere.
> >>
> >> Dan
> >>
> >>
> >> On Tue, Oct 23, 2012 at 4:52 PM, Adam Sale  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 
> >>> 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  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
> >  wrote:
> >>
> >> Unfortunately the scene crashes at startup... at least on my machine
> >> :/
> >>
> >> /Thomas
> >>
> >>
> >> Adam Sale  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
Either way, this is something that should just work with the provided
tasks.


On Wed, Oct 24, 2012 at 9:53 AM, Daniel Brassard wrote:

> Maybe delay set data node need to go in there somewhere.
>
> Dan
>
>
> On Tue, Oct 23, 2012 at 4:52 PM, Adam Sale  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 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  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  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 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  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  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  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  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  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  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  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  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  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 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
wrote:

> **
>  Unfortunately the scene crashes at startup... at least on my machine :/
>
>  /Thomas
>
>
> Adam Sale  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  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 > 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


No virus found in this message.
Checked by AVG - 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  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 ***
> *
>
> ** **
>
>


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 :

> 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
> 
> 
>