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
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNch-2BwSLMAIA8-2B-2Fai7Was5M7NUgkRPlvtBVWECuMBMaQ6RK0EF7467agVCsUfcarGi4RPfTWJUn7l0RRdAkTEXxTX3Hd6Bc5uaWpsQ3TcXL9hLBYCQrjuAtJGCapC7qKFBLM4becCVydKwlmXRzJouNvGEMySIyYg-2FBpCK0rU-2B-2BxNrW2x9bCoPjZ539xfmGVir3w-2BUozD9d-2FghuBPxUS-2ByaDSkSS-2BB-2BaWZJvGXqFngbIIthdqCviALVOf-2BVpL2uqOrvlOapKSifP411XN6f89igaiqvnwqZ0afklHxmyw-2FsmC2zYERear4APjGCo-2BXE-2FEClnwuKgqWKhhc56PKgPS8MLLk0XUI-2F04sO7L1DbGK5e8YrWtQKC1ZuaAVSSk8HVtCTlI3c-2Bz467sCfuFhJDpmajHcLy1J1NOgOD3-2Fyul1ZOUzion6-2B8BNvrUZZ7qwpCw-2FABGTM4vxnjOSCmhleVKCwfUzjXHmSb2-2Br4XLJJaU2vdl8oIdQt0Av4RoA73-2Fr6Qi0etuZ4e0zWxW-2FeXXV6olvruRK9pjCyPI-2B5GzBM6vVErJz6ybMx9jDhkvLVzdMqpGvGYRgiamxzt7W180SlwFS5P30mOqjwacwdh3iI-2FW0HPGYL6037YkuWzvXMBJRrtpil6LIc7El9JVThDayKDwstnxXd3oP4S7yEeHGTT5pGMAgJCeemup33O2JEvrPZfY-2FTe6k2QyrB7c6q3LSFWAC4QoQi78Ghx25S137eqbF1aZRG81i45-2FTdl-2F1X8LeAvNgCFp47CilKVHWxaf76f4hLAsC5nZ90CB6fq-2FxRHYCf-2BvAp17RaLr8-2FwlnD2e3kvjtq6ANVXAO2sreWfG7cPPRmouYlbQNeB-2B2l-2FFcjUbxsCTAsAlXsyn-2BFeeReMLvJgjlAso-2FXawe8PgcPeTdnfoeVS8Q86lVVkFy-2FGkMnzqlF5q7nYDdT5CwjSPYjpJ-2BQwN-2FW9Q-2FvX7HILKGbf-2BJl6942yxAc1ChKxonQxqdhXgz3WGi2dRE9l8e9FacGu465fiAYOxFxjd5hq1duOl1ofUobo-2FlCFh2eaVRL9DGdr4AiqFuzHQBHfgEh-2B1irrJyherKFBKEdkwEvumhInqK381WjoYUVVTCKAedHw58YUcGGUHV3EPmwdyvrh1vJpDZfJXZQPX-2F4YXg6TrURN3iNIEca72Gr2j8-2FLv3da2YyTZx2Borjla50rzM7-2Bvnt-2By57CFCXx6OPlp90j8s1cpJB2MF-2F3eIVsf-2B0KQ3BTjycBS7cjc-2FAOiZ6arY3rBX4IK5Ex6El_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuSMQ8vvQIT0pbBfCAhTB7uPoc24LAIKx2b1QWjSQexlhqv6I0FmOqa1dWDuwt2J2GmJFdkNHGCHGn8zD6McuZm5xlQQvER-2F3xgTJEdl-2FPS6D8n-2B9fdOv0A69nyUfzC3AddrrJ2yL10mGS1oH4SI8eGb585CVpNs-2FJLzYH269C97Z5r4JClmpwqNieWO2BaozHo-3D
>  >
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Re: strands generated on points

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

*written with my thumbs

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

> This one is easy :)
> First, in you Emit from Surface Compund set Select Rate Type to Total
> number of Particles and set Emission Type to Point. Rate doesn't really
> matter when you want to emit from mesh vertices.
> Then the secret sauce... Go in to your Emit from Geometry compound, then
> go in to Generate Points compound. In there, bring up the Generate Sample
> Set node properties and set Rate Type to All Points.
> Tada!
>
> //Jens
>
>
> On Fri, Sep 6, 2019 at 5:29 PM Kris Rivel  wrote:
>
>> Trying to make a long exposure effect of a stick of LEDs twirling around.
>> Have a nice animated grid of strands flying around and it looks great.
>> Problem is the particles generating the strands are just emitting on a grid
>> and stick to their emit location so they're not lined up nicely on the
>> emitter. They're just spread around randomly. Hoping I can keep this but
>> only generate one particle per point...but keep the "simulation" working so
>> I can turbulize it etc. and keep my generate strand trails which only seems
>> to work on simulated particles, not a simple "add point" on empty cloud
>> setup. Any ideas?
>>
>> Kris
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
> Jens Lindgren
> 
> VFX Supervisor & Lead TD
> Magoo 3D Studios
> <https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNch-2BwSLMAIA8-2B-2Fai7Was5M7NUgkRPlvtBVWECuMBMaQ6RK0EF7467agVCsUfcarGi4RPfTWJUn7l0RRdAkTEXxTX3Hd6Bc5uaWpsQ3TcXL9hLBYCQrjuAtJGCapC7qKFBLM4becCVydKwlmXRzJouNvGEMySIyYg-2FBpCK0rU-2B-2BxNrW2x9bCoPjZ539xfmGVir3w-2BUozD9d-2FghuBPxUS-2ByaDSkSS-2BB-2BaWZJvGXqFngbIIthdqCviALVOf-2BVpL2uqOrvlOapKSifP411XN6f89igaiqvnwqZ0afklHxmyw-2FsmC2zYERear4APjGCo-2BXE-2FEClnwuKgqWKhhc56PKgPS8MLLk0XUI-2F04sO7L1DbGK5e8YrWtQKC1ZuaAVSSk8HVtCTlI3c-2Bz467sCfuFhJDpmajHcLy1J1NOgOD3-2Fyul1ZOUzion6-2B8BNvrUZZ7qwpCw-2FABGTM4vxnjOSCmhleVKCwfUzjXHmSb2-2Br4XLJJaU2vdl8oIdQt0Av4RoA73-2Fr6Qi0etuZ4e0zWxW-2FeXXV6olvruRK9pjCyPI-2B5GzBM6vVErJz6ybMx9jDhkvLVzdMqpGvGYRgiamxzt7W180SlwFS5P30mOqjwacwdh3iI-2FW0HPGYL6037YkuWzvXMBJRrtpiloAwn0O-2B2oJ3p6kZh0y0-2F5UQkmk9LJYpb9xfmw3iX9ZKutRgdeo1RKlGr5nYC2s6z7oJ8zhMvDxCPNWDaTOo-2BaQzM3bNoi-2BuD7h6RRBHv-2BD7d27LpIFUbda0g2GWuZVcluDG5Z2ERmw8Laxp8JGy2DxeMW27Q-2Bl9tVhXRvCISIDIJgqp0j-2BD4leWJHAauv1JBktnQeR-2F1QP4SyT3shRTD0-2BWlMvRVzZeDGbvuKPakdxtWv04MlBeb0LVG1HCSKd1pM1W4TY3Gfsgs00VitZr5TeuWYzSn0EtS7IAxRQoVNhsNgvrgEXIyFUX2gwYxcElqbSwyqijibZ5NWCKXNLfhzFoAvoN-2FaOqYZd8X6J3Peo-2FJnUISdmZLKVhdUtY5Tu-2BGOgddpWBLAT3472OX1gJbXk5Kp-2FUUuIkVGPfhnmbR6obZ5y1Cnlagpws0BElTMpLx-2FKJAw9Iu5u249dkaVPBAgTdfl-2Bx3wBADUvneQ9HwWznwjIsf0bHSRXVYqwltujisfhUXWI3IO-2FUGPPO9dA32EU5Dyxp3xbQ4HIWwEDvKYgfrAtzi6q9TWrt9pSLZ2QwODNlXlrUr-2Bj5iUJZ4H7G4gpajczlHBx-2BnLml3RuTaIxo-3D_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuQwG3cWAooUr5DoZfIW2WGucDDbS9fOlRHybO889s1Y6qMcvy85gjTvw50-2BIlhN6AvCRnvYPXAGUSydZ8DtRH-2F-2F7BKgcW-2B0PVnUCZLTJgHGzM63UrEVpRMNJnLk-2BHSizMYlXbcl5zbzBoNar-2FI0Jljr3GwOhRKYJEyfKPSkGphQSI-2FX0qqFuUMfybleK-2FztvMk-3D
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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.
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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 
<https://u9432639.ct.sendgrid.net/wf/click?upn=lIXdN6W56FnEjHCwrBXqOq0HQNpV0huvAGw1zu6Xp8eVQuk2cNZiNFjx2k-2FfTNcheFfpiVb5gBjGpm0Nj5Q4Ixqw3DQEuDZ5O4KooSxTUbzbnoa00fSbkb97Iz7B9UxApNXRhaxDOAScmys-2BdA-2BV1Ix-2BZe9VPZQUklRlAwPjen1biGdd42tYpAJ6Cq9nyZl7wwhmG-2FtSlszr1ldDbpXNRkLvrqpm4-2FdrUXPTDXfFA1UA8sWRlSceNQywYbfxXI5nMWdtohnM-2BEwDvBy4jddQCeD6X8Jk7Dpey5pxQgAkYksnfVWcFlPgPj-2Brub42wgKq1i1P4Mvyw-2BEq4MYItUXLGWk-2BCk-2Fo9Yjrt4TIRMYKcfR1p-2FZfgZbHBhODg6kGkNf-2F_a6oQc7tnfcb0GKvoO27fPkrQ0ATQyF1SDBXJOg7-2FbuRUnVqrzrp7RrfyxYVTtCEtJEQufzHxUHiAqw9ld-2BTebR5jiBI3uLpXKlPwISvXUAo8RUG3QIqkAfBrYpeOu5S1iSyvC4-2F6j2nuQva27xGzPwU1VRNGUKJ2z0LhCNIBDuvOJ3A-2Ft182ntpKAvzDOD-2BJxZ8sIOYMorlEsPZxJjIzpwkR4ASZuiooO5pKfX0wpcM-3D
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strands generated on points

2019-09-06 Thread Kris Rivel
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
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Re: [Houdini] Working with strands the Softimage way

2017-04-21 Thread Tim Bolland
Thank you! I don't have time to take a look at the moment as I'm knee deep into 
a Houdini job involving loads of strands, but I'll be sure to check this out.  
My approach has been to scatter two sets of points within a volume with the 
count and applying an @id attribute to each branch. Then merging said branches 
and using an "add/resample" to build the strand. It's worked well so far and 
feels somewhat ICE'y, I will post it up on the list once I can.

Cheers,

Tim


From: softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Olivier Jeannel 
<facialdel...@gmail.com>
Sent: 21 April 2017 08:10
To: Anto Matkovic; Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: [Houdini] Working with strands the Softimage way

Hi,
I doodled around the idea of strands and came with a setup that is similar 
enough (I believe) to what we have in Ice Strands.
25min long though :/
Average English :/

https://vimeo.com/214095798
[https://www.bing.com/th?id=OVF.i0a0pxbjUPcZ2nokX36rpQ=Api]<https://vimeo.com/214095798>

Linearly interpolated array or "strands" (highly 
experimental)<https://vimeo.com/214095798>
vimeo.com
I start with a little prototype to explain the concept, and then try a little 
hair / strand system. I appologie for the poor oral english. Although this is 
not a…




2017-03-04 14:26 GMT+01:00 Anto Matkovic 
<a...@matkovic.com<mailto:a...@matkovic.com>>:
Hello,

Thanks for linking. Actually I was able to keep the amount of loops, similar to 
ICE variance, all that in SOP network or 'modeling stack',  by swapping 
attributes between primitive and points, using options from Attribute Promote 
SOP, like summary, min, max and such. Plus a lot of modulo trickery of course. 
Worked nicely for this case, while perhaps this won't be enough for something 
more abstract, not relying on alive geometry, for example arrays for custom 
skin deformer, or who knows what else.

good luck



From: Tim Bolland <tim_boll...@hotmail.co.uk<mailto:tim_boll...@hotmail.co.uk>>
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>>
Sent: Thursday, March 2, 2017 1:19 PM
Subject: Re: [Houdini] Working with strands the Softimage way

Thank you guys this was just what I was after. I'm aware that ICE Strands are 
just arrays, but after playing around with Houdini's VEX/VOPs framework I'm 
even more impressed by the way ICE handles the per-point / per-point-array / 
per-cloud context switches. Houdini seems kind of limiting in how you can't set 
global arrays within a loop running over over the points or prims. I realise 
that there's a detail mode, but doesn't help if your doing per point stuff as 
well. Anyway, I diverge. I'm going to crack on and see what I can come up with. 
I'm not such a fan of the solver/add point method as I like to keep things as 
interactive as possible.

Also, I've found this... Has anyone seen it yet? It's a rewrite of Kristinka 
but for Houdini.

https://www.sidefx.com/forum/topic/42665/
kristinka and few questions | Forums | 
SideFX<https://www.sidefx.com/forum/topic/42665/>
www.sidefx.com<http://www.sidefx.com>
Hello, first of all, something I believe it is a good news. I'm close to finish 
a ‘port’ of Softimage ICE hair styling system called Kristinka Hair, to Houdini.




Cheers,

Tim




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 with "unsubscribe" in the subject, and reply to confirm.

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Re: [Houdini] Working with strands the Softimage way

2017-04-21 Thread Olivier Jeannel
Hi,
I doodled around the idea of strands and came with a setup that is similar
enough (I believe) to what we have in Ice Strands.
25min long though :/
Average English :/

https://vimeo.com/214095798

2017-03-04 14:26 GMT+01:00 Anto Matkovic <a...@matkovic.com>:

> Hello,
>
> Thanks for linking. Actually I was able to keep the amount of loops,
> similar to ICE variance, all that in SOP network or 'modeling stack',  by
> swapping attributes between primitive and points, using options from
> Attribute Promote SOP, like summary, min, max and such. Plus a lot of
> modulo trickery of course. Worked nicely for this case, while perhaps this
> won't be enough for something more abstract, not relying on alive geometry,
> for example arrays for custom skin deformer, or who knows what else.
>
> good luck
>
>
> --
> *From:* Tim Bolland <tim_boll...@hotmail.co.uk>
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list <softimage@listproc.autodesk.com>
> *Sent:* Thursday, March 2, 2017 1:19 PM
> *Subject:* Re: [Houdini] Working with strands the Softimage way
>
> Thank you guys this was just what I was after. I'm aware that ICE Strands
> are just arrays, but after playing around with Houdini's VEX/VOPs framework
> I'm even more impressed by the way ICE handles the per-point /
> per-point-array / per-cloud context switches. Houdini seems kind of
> limiting in how you can't set global arrays within a loop running over over
> the points or prims. I realise that there's a detail mode, but doesn't help
> if your doing per point stuff as well. Anyway, I diverge. I'm going to
> crack on and see what I can come up with. I'm not such a fan of the
> solver/add point method as I like to keep things as interactive as
> possible.
>
> Also, I've found this... Has anyone seen it yet? It's a rewrite of
> Kristinka but for Houdini.
>
> https://www.sidefx.com/forum/topic/42665/
> kristinka and few questions | Forums | SideFX
> <https://www.sidefx.com/forum/topic/42665/>
> www.sidefx.com
> Hello, first of all, something I believe it is a good news. I'm close to
> finish a ‘port’ of Softimage ICE hair styling system called Kristinka Hair,
> to Houdini.
>
>
>
> Cheers,
>
> Tim
>
>
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
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Re: [Houdini] Working with strands the Softimage way

2017-03-04 Thread Anto Matkovic
Hello,
Thanks for linking. Actually I was able to keep the amount of loops, similar to 
ICE variance, all that in SOP network or 'modeling stack',  by swapping 
attributes between primitive and points, using options from Attribute Promote 
SOP, like summary, min, max and such. Plus a lot of modulo trickery of course. 
Worked nicely for this case, while perhaps this won't be enough for something 
more abstract, not relying on alive geometry, for example arrays for custom 
skin deformer, or who knows what else.
good luck

  From: Tim Bolland <tim_boll...@hotmail.co.uk>
 To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list 
<softimage@listproc.autodesk.com> 
 Sent: Thursday, March 2, 2017 1:19 PM
 Subject: Re: [Houdini] Working with strands the Softimage way
   
#yiv5414125100 #yiv5414125100 -- P 
{margin-top:0;margin-bottom:0;}#yiv5414125100 Thank you guys this was just what 
I was after. I'm aware that ICE Strands are just arrays, but after playing 
around with Houdini's VEX/VOPs framework I'm even more impressed by the way ICE 
handles the per-point / per-point-array / per-cloud context switches. Houdini 
seems kind of limiting in how you can't set global arrays within a loop running 
over over the points or prims. I realise that there's a detail mode, but 
doesn't help if your doing per point stuff as well. Anyway, I diverge. I'm 
going to crack on and see what I can come up with. I'm not such a fan of the 
solver/add point method as I like to keep things as interactive as possible. 
Also, I've found this... Has anyone seen it yet? It's a rewrite of Kristinka 
but for Houdini.

https://www.sidefx.com/forum/topic/42665/
| kristinka and few questions | Forums | SideFXwww.sidefx.comHello, first of 
all, something I believe it is a good news. I'm close to finish a ‘port’ of 
Softimage ICE hair styling system called Kristinka Hair, to Houdini. |


 
Cheers,
Tim


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Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Jonathan Moore
Thanks Andy, it's good to hear that a modular approach of discrete
functions makes sense programmatically too.

I tend to do it so I can annotate my work as I go along which makes it
easier for me to remember when I've solved something before and can reuse
it again.

On 2 March 2017 at 16:31, Andy Nicholas  wrote:

> > I've found working with Wrangles to be easier
>
> That's great to hear! Yep, as you've obviously found for yourself, there's
> really nothing to be intimidated by. Most people are aware of the various
> concepts intuitively, it's just that I've noticed the syntax can scare
> people off.
>
> > However I had wondered whether splitting things up into lots of separate
> Wrangles
> > was less efficient programmatically. Do you have a view on this Andy?
>
> No, I've not noticed any performance hit, but I've not tried profiling it.
>
> Each time you do put a Wrangle of some sort down, Houdini will generally
> need to create a new copy in memory of the geometry so that you're able to
> write your attributes to the new version of the data. But that happens with
> most nodes I would have thought, so minimising the number of nodes is
> generally a good idea. It would only need one copy in memory each time
> though, so there should be efficiency of re-use. Kind of like a double
> buffering system where it swaps the buffer each time. The new SOP compiling
> feature (http://www.sidefx.com/docs/houdini/model/compile) would in
> theory limit any overhead by combining all the compilable nodes before
> running.
>
> Anyway, these are all just educated guesses based on my understanding of
> the mechanics of Houdini, so take with a pinch of salt!
>
> From a stylistic point of view, I much prefer to seperate VEX code into
> separate Wrangle nodes so that each node does *one* thing only. It makes it
> more robust and easier to manipulate and debug. It's exactly analogous to
> coding functions. Big functions that do a lot of things are generally nasty.
>
> I also find that some operations need to be split, for any/all of the
> following reasons:
> * For architectural/re-use reasons. E.g. An "initialisation" Wrangle,
> a "loop operation" Wrangle, and a "tidy up" Wrangle.
> * If I've adjusted the geometry (e.g. by adding points) and now I need
> to iterate over all the points again including the new ones.
> * If I need to do another operation but looping over a different
> entity e.g. a per-point wrangle followed by per-primitive or detail
> operation.
>
> A
>
>
> On 02/03/2017 15:33, Jonathan Moore wrote:
>
> Disadvantages - If someone else can't code and needs to take over the
>> scene, then they're going to have difficulties if they need to fix/change
>> things in an individual Point Wrangle...
>
>
> Funnily enough I don't consider myself a programmer. Before Houdini I
> generally hacked around with scripts but I'd never attempted anything C
> like.
>
> I've found working with Wrangles to be easier than my preconceptions led
> me to fear. I can't say that I'm overly ambitions with VEX but the
> motivation of multithreaded optimisations keeps me pushing forward. Plus
> lots of bespoke reusable 'subroutines' helps me compartmentalise VEX in a
> very digestible manner.
>
> However I had wondered whether splitting things up into lots of separate
> Wrangles was less efficient programmatically. Do you have a view on this
> Andy?
>
> On 2 March 2017 at 15:08, Andy Nicholas  wrote:
>
>> Heh! Yep, I know exactly what you mean. It's usually a lot faster to
>> write the logic in VEX compared to creating a spaghetti network of group &
>> attribute manipulation to get what you want. The new compilation system for
>> SOPs may help slightly, but it's still a million times faster to prototype
>> and adjust in VEX.
>>
>> It's worth mentioning that after a job finished last year, I had a look
>> back through the scene. The project involved a lot of creation and
>> manipulation of trail geometry. I'd say that easily 95% of the nodes were
>> Point Wrangles.
>>
>> Benefits:
>> * Super fast and automatically multithreaded
>> * Each node's function is completely customisable (unlike built in
>> nodes)
>> * Easy to read and understand intention (compared to the equivalent
>> node network)
>> * Modularised and reusable code
>>
>> Disadvantages:
>> * If someone else can't code and needs to take over the scene, then
>> they're going to have difficulties if they need to fix/change things in an
>> individual Point Wrangle
>>
>> I'm sure there are others plusses and minusses, but that single
>> disadvantage can easily be negotiated if you make sure that you don't write
>> PointWrangles with hundreds of lines of code, and force yourself to break
>> them up into smaller reusuable components - like subroutines. That way,
>> they can be treated in the same way as any other standard Houdini SOP. If
>> someone else comes in and doesn't like VEX, then it's granular enough 

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Andy Nicholas

> I've found working with Wrangles to be easier

That's great to hear! Yep, as you've obviously found for yourself, 
there's really nothing to be intimidated by. Most people are aware of 
the various concepts intuitively, it's just that I've noticed the syntax 
can scare people off.


> However I had wondered whether splitting things up into lots of 
separate Wrangles

> was less efficient programmatically. Do you have a view on this Andy?

No, I've not noticed any performance hit, but I've not tried profiling it.

Each time you do put a Wrangle of some sort down, Houdini will generally 
need to create a new copy in memory of the geometry so that you're able 
to write your attributes to the new version of the data. But that 
happens with most nodes I would have thought, so minimising the number 
of nodes is generally a good idea. It would only need one copy in memory 
each time though, so there should be efficiency of re-use. Kind of like 
a double buffering system where it swaps the buffer each time. The new 
SOP compiling feature (http://www.sidefx.com/docs/houdini/model/compile) 
would in theory limit any overhead by combining all the compilable nodes 
before running.


Anyway, these are all just educated guesses based on my understanding of 
the mechanics of Houdini, so take with a pinch of salt!


From a stylistic point of view, I much prefer to seperate VEX code into 
separate Wrangle nodes so that each node does *one* thing only. It makes 
it more robust and easier to manipulate and debug. It's exactly 
analogous to coding functions. Big functions that do a lot of things are 
generally nasty.


I also find that some operations need to be split, for any/all of the 
following reasons:
* For architectural/re-use reasons. E.g. An "initialisation" 
Wrangle, a "loop operation" Wrangle, and a "tidy up" Wrangle.
* If I've adjusted the geometry (e.g. by adding points) and now I 
need to iterate over all the points again including the new ones.
* If I need to do another operation but looping over a different 
entity e.g. a per-point wrangle followed by per-primitive or detail 
operation.


A


On 02/03/2017 15:33, Jonathan Moore wrote:


Disadvantages - If someone else can't code and needs to take over
the scene, then they're going to have difficulties if they need to
fix/change things in an individual Point Wrangle... 



Funnily enough I don't consider myself a programmer. Before Houdini I 
generally hacked around with scripts but I'd never attempted anything 
C like.


I've found working with Wrangles to be easier than my preconceptions 
led me to fear. I can't say that I'm overly ambitions with VEX but the 
motivation of multithreaded optimisations keeps me pushing forward. 
Plus lots of bespoke reusable 'subroutines' helps me compartmentalise 
VEX in a very digestible manner.


However I had wondered whether splitting things up into lots of 
separate Wrangles was less efficient programmatically. Do you have a 
view on this Andy?


On 2 March 2017 at 15:08, Andy Nicholas > wrote:


Heh! Yep, I know exactly what you mean. It's usually a lot faster
to write the logic in VEX compared to creating a spaghetti network
of group & attribute manipulation to get what you want. The new
compilation system for SOPs may help slightly, but it's still a
million times faster to prototype and adjust in VEX.

It's worth mentioning that after a job finished last year, I had a
look back through the scene. The project involved a lot of
creation and manipulation of trail geometry. I'd say that easily
95% of the nodes were Point Wrangles.

Benefits:
* Super fast and automatically multithreaded
* Each node's function is completely customisable (unlike
built in nodes)
* Easy to read and understand intention (compared to the
equivalent node network)
* Modularised and reusable code

Disadvantages:
* If someone else can't code and needs to take over the scene,
then they're going to have difficulties if they need to fix/change
things in an individual Point Wrangle

I'm sure there are others plusses and minusses, but that single
disadvantage can easily be negotiated if you make sure that you
don't write PointWrangles with hundreds of lines of code, and
force yourself to break them up into smaller reusuable components
- like subroutines. That way, they can be treated in the same way
as any other standard Houdini SOP. If someone else comes in and
doesn't like VEX, then it's granular enough not to get in the way.

So personally I'm going to keep with VEX, as I can't find a good
reason to stop ;)

A



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

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Jonathan Moore
>
> Disadvantages - If someone else can't code and needs to take over the
> scene, then they're going to have difficulties if they need to fix/change
> things in an individual Point Wrangle...


Funnily enough I don't consider myself a programmer. Before Houdini I
generally hacked around with scripts but I'd never attempted anything C
like.

I've found working with Wrangles to be easier than my preconceptions led me
to fear. I can't say that I'm overly ambitions with VEX but the motivation
of multithreaded optimisations keeps me pushing forward. Plus lots of
bespoke reusable 'subroutines' helps me compartmentalise VEX in a very
digestible manner.

However I had wondered whether splitting things up into lots of separate
Wrangles was less efficient programmatically. Do you have a view on this
Andy?

On 2 March 2017 at 15:08, Andy Nicholas <a...@andynicholas.com> wrote:

> Heh! Yep, I know exactly what you mean. It's usually a lot faster to write
> the logic in VEX compared to creating a spaghetti network of group &
> attribute manipulation to get what you want. The new compilation system for
> SOPs may help slightly, but it's still a million times faster to prototype
> and adjust in VEX.
>
> It's worth mentioning that after a job finished last year, I had a look
> back through the scene. The project involved a lot of creation and
> manipulation of trail geometry. I'd say that easily 95% of the nodes were
> Point Wrangles.
>
> Benefits:
> * Super fast and automatically multithreaded
> * Each node's function is completely customisable (unlike built in
> nodes)
> * Easy to read and understand intention (compared to the equivalent
> node network)
> * Modularised and reusable code
>
> Disadvantages:
> * If someone else can't code and needs to take over the scene, then
> they're going to have difficulties if they need to fix/change things in an
> individual Point Wrangle
>
> I'm sure there are others plusses and minusses, but that single
> disadvantage can easily be negotiated if you make sure that you don't write
> PointWrangles with hundreds of lines of code, and force yourself to break
> them up into smaller reusuable components - like subroutines. That way,
> they can be treated in the same way as any other standard Houdini SOP. If
> someone else comes in and doesn't like VEX, then it's granular enough not
> to get in the way.
>
> So personally I'm going to keep with VEX, as I can't find a good reason to
> stop ;)
>
> A
>
>
>
> On 02/03/2017 14:39, Tim Bolland wrote:
>
> That's really helpful Andy, and I'm liking the nod to strand arrays on
> points. Since starting to learn Houdini I feel I'm spending most of the
> time in Vex, this isn't a bad thing but I'm constantly wondering if I
> should be trying to do things via VEX/VOPs or by the prebuilt nodes. I
> guess there is no hard answer to this, my assumption is embracing a Vex
> workflow will allow you to customize more down the line.
>
>
> @Jonathan
>
> Thank you, I didn't know that and I'll try it out. For something like
> Andy's example I would expect to solve the trails, but for something like a
> solid mass of non-animating strands I try to keep things in the modelling
> stack (to borrow an XSI term  [image: ] ).
>
>
> Cheers!
>
> Tim
>
> --
> *From:* softimage-boun...@listproc.autodesk.com
> <softimage-boun...@listproc.autodesk.com>
> <softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas
> <a...@andynicholas.com> <a...@andynicholas.com>
> *Sent:* 02 March 2017 14:12
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: [Houdini] Working with strands the Softimage way
>
> Hi Tim,
> Here's a VEX example:
> http://www.andynicholas.com/download/vex_trail_example.hip
>
> I've kept it super simple to make it easy to expand on. It should be a
> great way to get familiar with VEX too.
>
> Let me know if you have any questions.
>
> A
>
>
> On 02/03/2017 13:34, Tim Bolland wrote:
>
> Thank you! Really cool :)
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com
> <softimage-boun...@listproc.autodesk.com>
> <softimage-boun...@listproc.autodesk.com> on behalf of Christopher
> Crouzet <christopher.crou...@gmail.com> <christopher.crou...@gmail.com>
> *Sent:* 02 March 2017 13:25
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: [Houdini] Working with strands the Softimage way
>
> If it can help, here's a basic scene showing one common approach for
> making stran

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Andy Nicholas
Heh! Yep, I know exactly what you mean. It's usually a lot faster to 
write the logic in VEX compared to creating a spaghetti network of group 
& attribute manipulation to get what you want. The new compilation 
system for SOPs may help slightly, but it's still a million times faster 
to prototype and adjust in VEX.


It's worth mentioning that after a job finished last year, I had a look 
back through the scene. The project involved a lot of creation and 
manipulation of trail geometry. I'd say that easily 95% of the nodes 
were Point Wrangles.


Benefits:
* Super fast and automatically multithreaded
* Each node's function is completely customisable (unlike built in 
nodes)
* Easy to read and understand intention (compared to the equivalent 
node network)

* Modularised and reusable code

Disadvantages:
* If someone else can't code and needs to take over the scene, then 
they're going to have difficulties if they need to fix/change things in 
an individual Point Wrangle


I'm sure there are others plusses and minusses, but that single 
disadvantage can easily be negotiated if you make sure that you don't 
write PointWrangles with hundreds of lines of code, and force yourself 
to break them up into smaller reusuable components - like subroutines. 
That way, they can be treated in the same way as any other standard 
Houdini SOP. If someone else comes in and doesn't like VEX, then it's 
granular enough not to get in the way.


So personally I'm going to keep with VEX, as I can't find a good reason 
to stop ;)


A


On 02/03/2017 14:39, Tim Bolland wrote:


That's really helpful Andy, and I'm liking the nod to strand arrays on 
points. Since starting to learn Houdini I feel I'm spending most of 
the time in Vex, this isn't a bad thing but I'm constantly wondering 
if I should be trying to do things via VEX/VOPs or by the prebuilt 
nodes. I guess there is no hard answer to this, my assumption is 
embracing a Vex workflow will allow you to customize more down the line.



@Jonathan

Thank you, I didn't know that and I'll try it out. For something like 
Andy's example I would expect to solve the trails, but for something 
like a solid mass of non-animating strands I try to keep things in the 
modelling stack (to borrow an XSI term  ).



Cheers!

Tim


*From:* softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas 
<a...@andynicholas.com>

*Sent:* 02 March 2017 14:12
*To:* Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list

*Subject:* Re: [Houdini] Working with strands the Softimage way
Hi Tim,
Here's a VEX example:
http://www.andynicholas.com/download/vex_trail_example.hip

I've kept it super simple to make it easy to expand on. It should be a 
great way to get familiar with VEX too.


Let me know if you have any questions.

A


On 02/03/2017 13:34, Tim Bolland wrote:


Thank you! Really cool :)



*From:* softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Christopher 
Crouzet <christopher.crou...@gmail.com>

*Sent:* 02 March 2017 13:25
*To:* Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list

*Subject:* Re: [Houdini] Working with strands the Softimage way
If it can help, here's a basic scene showing one common approach for 
making strands: https://filebin.net/6ml27y3atb6qd7iq 
<https://filebin.net/6ml27y3atb6qd7iq>



On 2 March 2017 at 20:17, Tim Bolland <tim_boll...@hotmail.co.uk 
<mailto:tim_boll...@hotmail.co.uk>> wrote:


Thank you Andy that's a really helpful summation, I'm going to
give it a go :)




*From:* softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
<softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>> on behalf of
Andy Nicholas <a...@andynicholas.com <mailto:a...@andynicholas.com>>
*Sent:* 02 March 2017 13:12

*To:* softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
*Subject:* Re: [Houdini] Working with strands the Softimage way


Just to confirm how I'm thinking about this, a strand in Houdini
is typically made up of point positions, not points with arrays
as attributes. You can manually add an attribute to each point
position to say which strand it's part of, there's a node that
generates lines that will then understand this?


What I'm saying is that's something you can implement yourself.
There are no nodes in Houdini that understand a point with a
vector array is a strand, and no shaders that will do that
automatically e

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Tim Bolland
That's really helpful Andy, and I'm liking the nod to strand arrays on points. 
Since starting to learn Houdini I feel I'm spending most of the time in Vex, 
this isn't a bad thing but I'm constantly wondering if I should be trying to do 
things via VEX/VOPs or by the prebuilt nodes. I guess there is no hard answer 
to this, my assumption is embracing a Vex workflow will allow you to customize 
more down the line.


@Jonathan

Thank you, I didn't know that and I'll try it out. For something like Andy's 
example I would expect to solve the trails, but for something like a solid mass 
of non-animating strands I try to keep things in the modelling stack (to borrow 
an XSI term  []  ).


Cheers!

Tim


From: softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas 
<a...@andynicholas.com>
Sent: 02 March 2017 14:12
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: [Houdini] Working with strands the Softimage way

Hi Tim,
Here's a VEX example:
http://www.andynicholas.com/download/vex_trail_example.hip

I've kept it super simple to make it easy to expand on. It should be a great 
way to get familiar with VEX too.

Let me know if you have any questions.

A


On 02/03/2017 13:34, Tim Bolland wrote:

Thank you! Really cool :)



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
<softimage-boun...@listproc.autodesk.com><mailto:softimage-boun...@listproc.autodesk.com>
 on behalf of Christopher Crouzet 
<christopher.crou...@gmail.com><mailto:christopher.crou...@gmail.com>
Sent: 02 March 2017 13:25
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: [Houdini] Working with strands the Softimage way

If it can help, here's a basic scene showing one common approach for making 
strands: https://filebin.net/6ml27y3atb6qd7iq


On 2 March 2017 at 20:17, Tim Bolland 
<tim_boll...@hotmail.co.uk<mailto:tim_boll...@hotmail.co.uk>> wrote:

Thank you Andy that's a really helpful summation, I'm going to give it a go :)



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
<softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>>
 on behalf of Andy Nicholas 
<a...@andynicholas.com<mailto:a...@andynicholas.com>>
Sent: 02 March 2017 13:12

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: [Houdini] Working with strands the Softimage way


Just to confirm how I'm thinking about this, a strand in Houdini is typically 
made up of point positions, not points with arrays as attributes. You can 
manually add an attribute to each point position to say which strand it's part 
of, there's a node that generates lines that will then understand this?

What I'm saying is that's something you can implement yourself. There are no 
nodes in Houdini that understand a point with a vector array is a strand, and 
no shaders that will do that automatically either. Again, you can build that 
yourself if you like, but it's quite advanced if you're going to be delving 
into procedural geometry shaders.

Otherwise you can create polyline primitives and feed point IDs into it. This 
will generate a polygon line (polyline) between the vertices in the primitive, 
and in some ways this is just like the point[pointarray] technique.

Yep. A polyline is nothing special. Just an unclosed polygon. As others have 
pointed out, you can apply attributes to the points to set things like width 
and color. Or you can use something like the PolyWire SOP to generate your own 
rendertime geometry.

The key is how do you create these point clusters and the order. In ICE I would 
make strands using a build linearly interpolated array with two vectors feeding 
into it. I guess I could try and recreate this using vex/vops, and maybe that's 
what I'm after, I just need to find a way to manipulate all these points in the 
right order.

Easiest way (assuming you already have some animated points) is to use the 
Trail SOP with it set to "Connect as Polygons", turn "Close rows" off, and set 
"Trail Length" to something like 10. Next stop after that is to take a look at 
the Resample SOP. Especially the "Treat Polygons As" parameter, as that'll let 
you create interpolated shapes to your trails which is kind handy.

A




On 02/03/2017 12:58, Tim Bolland wrote:

That's a good point Andy, and in my mind this would make the most sense! But 
like you say maybe not the most supported.


Just to confirm how I'm thinking about this, a strand in Houdini is typically 
made up of point positions, not points with arrays as attributes

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Jonathan Moore
Tim, You mentioned earlier that you're not such a fan of the Solver method
as you like to keep things interactive.

I apologise if if I'm teaching you to suck eggs here, but you can pin the
viewport, post the Solver node. Then when adapt your Wrangle code in the
Solver, you're able to view the post Solver changes in the viewport. Keeps
things far more fluid than constantly diving in and out of your SOP Solver.

On 2 March 2017 at 14:12, Andy Nicholas <a...@andynicholas.com> wrote:

> Hi Tim,
> Here's a VEX example:
> http://www.andynicholas.com/download/vex_trail_example.hip
>
> I've kept it super simple to make it easy to expand on. It should be a
> great way to get familiar with VEX too.
>
> Let me know if you have any questions.
>
> A
>
>
>
> On 02/03/2017 13:34, Tim Bolland wrote:
>
> Thank you! Really cool :)
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com
> <softimage-boun...@listproc.autodesk.com>
> <softimage-boun...@listproc.autodesk.com> on behalf of Christopher
> Crouzet <christopher.crou...@gmail.com> <christopher.crou...@gmail.com>
> *Sent:* 02 March 2017 13:25
> *To:* Official Softimage Users Mailing List. https://groups.google.com/
> forum/#!forum/xsi_list
> *Subject:* Re: [Houdini] Working with strands the Softimage way
>
> If it can help, here's a basic scene showing one common approach for
> making strands: https://filebin.net/6ml27y3atb6qd7iq
>
>
> On 2 March 2017 at 20:17, Tim Bolland <tim_boll...@hotmail.co.uk> wrote:
>
>> Thank you Andy that's a really helpful summation, I'm going to give it a
>> go :)
>>
>>
>> --
>> *From:* softimage-boun...@listproc.autodesk.com <
>> softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas <
>> a...@andynicholas.com>
>> *Sent:* 02 March 2017 13:12
>>
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: [Houdini] Working with strands the Softimage way
>>
>>
>> Just to confirm how I'm thinking about this, a strand in Houdini is
>> typically made up of point positions, not points with arrays as attributes.
>> You can manually add an attribute to each point position to say which
>> strand it's part of, there's a node that generates lines that will
>> then understand this?
>>
>>
>> What I'm saying is that's something you can implement yourself. There are
>> no nodes in Houdini that understand a point with a vector array is a
>> strand, and no shaders that will do that automatically either. Again, you
>> can build that yourself if you like, but it's quite advanced if you're
>> going to be delving into procedural geometry shaders.
>>
>> Otherwise you can create polyline primitives and feed point IDs into it.
>> This will generate a polygon line (polyline) between the vertices in the
>> primitive, and in some ways this is just like the point[pointarray]
>> technique.
>>
>>
>> Yep. A polyline is nothing special. Just an unclosed polygon. As others
>> have pointed out, you can apply attributes to the points to set things like
>> width and color. Or you can use something like the PolyWire SOP to generate
>> your own rendertime geometry.
>>
>> The key is how do you create these point clusters and the order. In ICE I
>> would make strands using a build linearly interpolated array with two
>> vectors feeding into it. I guess I could try and recreate this using
>> vex/vops, and maybe that's what I'm after, I just need to find a way to
>> manipulate all these points in the right order.
>>
>>
>> Easiest way (assuming you already have some animated points) is to use
>> the Trail SOP with it set to "Connect as Polygons", turn "Close rows" off,
>> and set "Trail Length" to something like 10. Next stop after that is to
>> take a look at the Resample SOP. Especially the "Treat Polygons As"
>> parameter, as that'll let you create interpolated shapes to your trails
>> which is kind handy.
>>
>> A
>>
>>
>>
>>
>> On 02/03/2017 12:58, Tim Bolland wrote:
>>
>> That's a good point Andy, and in my mind this would make the most sense!
>> But like you say maybe not the most supported.
>>
>>
>> Just to confirm how I'm thinking about this, a strand in Houdini is
>> typically made up of point positions, not points with arrays as attributes.
>> You can manually add an attribute to each point position to say which
>> strand it's part of, there's a node that generates lines that will
>> then understand this?
>&

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Andy Nicholas

Hi Tim,
Here's a VEX example:
http://www.andynicholas.com/download/vex_trail_example.hip

I've kept it super simple to make it easy to expand on. It should be a 
great way to get familiar with VEX too.


Let me know if you have any questions.

A


On 02/03/2017 13:34, Tim Bolland wrote:


Thank you! Really cool :)



*From:* softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Christopher 
Crouzet <christopher.crou...@gmail.com>

*Sent:* 02 March 2017 13:25
*To:* Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list

*Subject:* Re: [Houdini] Working with strands the Softimage way
If it can help, here's a basic scene showing one common approach for 
making strands: https://filebin.net/6ml27y3atb6qd7iq 
<https://filebin.net/6ml27y3atb6qd7iq>



On 2 March 2017 at 20:17, Tim Bolland <tim_boll...@hotmail.co.uk 
<mailto:tim_boll...@hotmail.co.uk>> wrote:


Thank you Andy that's a really helpful summation, I'm going to
give it a go :)




*From:* softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
<softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>> on behalf of
Andy Nicholas <a...@andynicholas.com <mailto:a...@andynicholas.com>>
*Sent:* 02 March 2017 13:12

*To:* softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
*Subject:* Re: [Houdini] Working with strands the Softimage way


Just to confirm how I'm thinking about this, a strand in Houdini
is typically made up of point positions, not points with arrays
as attributes. You can manually add an attribute to each point
position to say which strand it's part of, there's a node that
generates lines that will then understand this?


What I'm saying is that's something you can implement yourself.
There are no nodes in Houdini that understand a point with a
vector array is a strand, and no shaders that will do that
automatically either. Again, you can build that yourself if you
like, but it's quite advanced if you're going to be delving into
procedural geometry shaders.


Otherwise you can create polyline primitives and feed point IDs
into it. This will generate a polygon line (polyline) between the
vertices in the primitive, and in some ways this is just like the
point[pointarray] technique.


Yep. A polyline is nothing special. Just an unclosed polygon. As
others have pointed out, you can apply attributes to the points to
set things like width and color. Or you can use something like the
PolyWire SOP to generate your own rendertime geometry.


The key is how do you create these point clusters and the order.
In ICE I would make strands using a build linearly interpolated
array with two vectors feeding into it. I guess I could try and
recreate this using vex/vops, and maybe that's what I'm after, I
just need to find a way to manipulate all these points in the
right order.


Easiest way (assuming you already have some animated points) is to
use the Trail SOP with it set to "Connect as Polygons", turn
"Close rows" off, and set "Trail Length" to something like 10.
Next stop after that is to take a look at the Resample SOP.
Especially the "Treat Polygons As" parameter, as that'll let you
create interpolated shapes to your trails which is kind handy.

A




On 02/03/2017 12:58, Tim Bolland wrote:


That's a good point Andy, and in my mind this would make the most
sense! But like you say maybe not the most supported.


Just to confirm how I'm thinking about this, a strand in Houdini
is typically made up of point positions, not points with arrays
as attributes. You can manually add an attribute to each point
position to say which strand it's part of, there's a node that
generates lines that will then understand this?


Otherwise you can create polyline primitives and feed point IDs
into it. This will generate a polygon line (polyline) between the
vertices in the primitive, and in some ways this is just like the
point[pointarray] technique.


The key is how do you create these point clusters and the order.
In ICE I would make strands using a build linearly interpolated
array with two vectors feeding into it. I guess I could try and
recreate this using vex/vops, and maybe that's what I'm after, I
just need to find a way to manipulate all these points in the
right order.

I'm rambling a bit here, but hopefully getting somewhere!

Cheers,

Tim

-

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Tim Bolland
Thank you! Really cool :)



From: softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Christopher Crouzet 
<christopher.crou...@gmail.com>
Sent: 02 March 2017 13:25
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: [Houdini] Working with strands the Softimage way

If it can help, here's a basic scene showing one common approach for making 
strands: https://filebin.net/6ml27y3atb6qd7iq


On 2 March 2017 at 20:17, Tim Bolland 
<tim_boll...@hotmail.co.uk<mailto:tim_boll...@hotmail.co.uk>> wrote:

Thank you Andy that's a really helpful summation, I'm going to give it a go :)



From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
<softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>>
 on behalf of Andy Nicholas 
<a...@andynicholas.com<mailto:a...@andynicholas.com>>
Sent: 02 March 2017 13:12

To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: [Houdini] Working with strands the Softimage way


Just to confirm how I'm thinking about this, a strand in Houdini is typically 
made up of point positions, not points with arrays as attributes. You can 
manually add an attribute to each point position to say which strand it's part 
of, there's a node that generates lines that will then understand this?

What I'm saying is that's something you can implement yourself. There are no 
nodes in Houdini that understand a point with a vector array is a strand, and 
no shaders that will do that automatically either. Again, you can build that 
yourself if you like, but it's quite advanced if you're going to be delving 
into procedural geometry shaders.

Otherwise you can create polyline primitives and feed point IDs into it. This 
will generate a polygon line (polyline) between the vertices in the primitive, 
and in some ways this is just like the point[pointarray] technique.

Yep. A polyline is nothing special. Just an unclosed polygon. As others have 
pointed out, you can apply attributes to the points to set things like width 
and color. Or you can use something like the PolyWire SOP to generate your own 
rendertime geometry.

The key is how do you create these point clusters and the order. In ICE I would 
make strands using a build linearly interpolated array with two vectors feeding 
into it. I guess I could try and recreate this using vex/vops, and maybe that's 
what I'm after, I just need to find a way to manipulate all these points in the 
right order.

Easiest way (assuming you already have some animated points) is to use the 
Trail SOP with it set to "Connect as Polygons", turn "Close rows" off, and set 
"Trail Length" to something like 10. Next stop after that is to take a look at 
the Resample SOP. Especially the "Treat Polygons As" parameter, as that'll let 
you create interpolated shapes to your trails which is kind handy.

A




On 02/03/2017 12:58, Tim Bolland wrote:

That's a good point Andy, and in my mind this would make the most sense! But 
like you say maybe not the most supported.


Just to confirm how I'm thinking about this, a strand in Houdini is typically 
made up of point positions, not points with arrays as attributes. You can 
manually add an attribute to each point position to say which strand it's part 
of, there's a node that generates lines that will then understand this?


Otherwise you can create polyline primitives and feed point IDs into it. This 
will generate a polygon line (polyline) between the vertices in the primitive, 
and in some ways this is just like the point[pointarray] technique.

The key is how do you create these point clusters and the order. In ICE I would 
make strands using a build linearly interpolated array with two vectors feeding 
into it. I guess I could try and recreate this using vex/vops, and maybe that's 
what I'm after, I just need to find a way to manipulate all these points in the 
right order.

I'm rambling a bit here, but hopefully getting somewhere!

Cheers,

Tim


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
<softimage-boun...@listproc.autodesk.com><mailto:softimage-boun...@listproc.autodesk.com>
 on behalf of Andy Nicholas 
<a...@andynicholas.com><mailto:a...@andynicholas.com>
Sent: 02 March 2017 12:27
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: [Houdini] Working with strands the Softimage way

Hi Tim,
Did you notice that you can do per-point array attributes in VEX? There's 
nothing stopping you setting up position vector arrays on each point, just like 
in ICE, and then using a Point Wrangle at the end to use that arr

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Christopher Crouzet
If it can help, here's a basic scene showing one common approach for making
strands: https://filebin.net/6ml27y3atb6qd7iq


On 2 March 2017 at 20:17, Tim Bolland <tim_boll...@hotmail.co.uk> wrote:

> Thank you Andy that's a really helpful summation, I'm going to give it a
> go :)
>
>
> --
> *From:* softimage-boun...@listproc.autodesk.com <
> softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas <
> a...@andynicholas.com>
> *Sent:* 02 March 2017 13:12
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: [Houdini] Working with strands the Softimage way
>
>
> Just to confirm how I'm thinking about this, a strand in Houdini is
> typically made up of point positions, not points with arrays as attributes.
> You can manually add an attribute to each point position to say which
> strand it's part of, there's a node that generates lines that will
> then understand this?
>
>
> What I'm saying is that's something you can implement yourself. There are
> no nodes in Houdini that understand a point with a vector array is a
> strand, and no shaders that will do that automatically either. Again, you
> can build that yourself if you like, but it's quite advanced if you're
> going to be delving into procedural geometry shaders.
>
> Otherwise you can create polyline primitives and feed point IDs into it.
> This will generate a polygon line (polyline) between the vertices in the
> primitive, and in some ways this is just like the point[pointarray]
> technique.
>
>
> Yep. A polyline is nothing special. Just an unclosed polygon. As others
> have pointed out, you can apply attributes to the points to set things like
> width and color. Or you can use something like the PolyWire SOP to generate
> your own rendertime geometry.
>
> The key is how do you create these point clusters and the order. In ICE I
> would make strands using a build linearly interpolated array with two
> vectors feeding into it. I guess I could try and recreate this using
> vex/vops, and maybe that's what I'm after, I just need to find a way to
> manipulate all these points in the right order.
>
>
> Easiest way (assuming you already have some animated points) is to use the
> Trail SOP with it set to "Connect as Polygons", turn "Close rows" off, and
> set "Trail Length" to something like 10. Next stop after that is to take a
> look at the Resample SOP. Especially the "Treat Polygons As" parameter, as
> that'll let you create interpolated shapes to your trails which is kind
> handy.
>
> A
>
>
>
>
> On 02/03/2017 12:58, Tim Bolland wrote:
>
> That's a good point Andy, and in my mind this would make the most sense!
> But like you say maybe not the most supported.
>
>
> Just to confirm how I'm thinking about this, a strand in Houdini is
> typically made up of point positions, not points with arrays as attributes.
> You can manually add an attribute to each point position to say which
> strand it's part of, there's a node that generates lines that will
> then understand this?
>
>
> Otherwise you can create polyline primitives and feed point IDs into it.
> This will generate a polygon line (polyline) between the vertices in the
> primitive, and in some ways this is just like the point[pointarray]
> technique.
>
> The key is how do you create these point clusters and the order. In ICE I
> would make strands using a build linearly interpolated array with two
> vectors feeding into it. I guess I could try and recreate this using
> vex/vops, and maybe that's what I'm after, I just need to find a way to
> manipulate all these points in the right order.
>
> I'm rambling a bit here, but hopefully getting somewhere!
>
> Cheers,
>
> Tim
>
> --
> *From:* softimage-boun...@listproc.autodesk.com
> <softimage-boun...@listproc.autodesk.com>
> <softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas
> <a...@andynicholas.com> <a...@andynicholas.com>
> *Sent:* 02 March 2017 12:27
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: [Houdini] Working with strands the Softimage way
>
> Hi Tim,
> Did you notice that you can do per-point array attributes in VEX? There's
> nothing stopping you setting up position vector arrays on each point, just
> like in ICE, and then using a Point Wrangle at the end to use that array to
> generate a polyline. The problem is that you then have to write all those
> handy ICE nodes like "Simulate Strands", etc. yourself.
>
> That's why generally, you're better off just trying to use polylines as a
> primitive as they're more supported by Houdini's

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Tim Bolland
Thank you Andy that's a really helpful summation, I'm going to give it a go :)



From: softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas 
<a...@andynicholas.com>
Sent: 02 March 2017 13:12
To: softimage@listproc.autodesk.com
Subject: Re: [Houdini] Working with strands the Softimage way


Just to confirm how I'm thinking about this, a strand in Houdini is typically 
made up of point positions, not points with arrays as attributes. You can 
manually add an attribute to each point position to say which strand it's part 
of, there's a node that generates lines that will then understand this?

What I'm saying is that's something you can implement yourself. There are no 
nodes in Houdini that understand a point with a vector array is a strand, and 
no shaders that will do that automatically either. Again, you can build that 
yourself if you like, but it's quite advanced if you're going to be delving 
into procedural geometry shaders.

Otherwise you can create polyline primitives and feed point IDs into it. This 
will generate a polygon line (polyline) between the vertices in the primitive, 
and in some ways this is just like the point[pointarray] technique.

Yep. A polyline is nothing special. Just an unclosed polygon. As others have 
pointed out, you can apply attributes to the points to set things like width 
and color. Or you can use something like the PolyWire SOP to generate your own 
rendertime geometry.

The key is how do you create these point clusters and the order. In ICE I would 
make strands using a build linearly interpolated array with two vectors feeding 
into it. I guess I could try and recreate this using vex/vops, and maybe that's 
what I'm after, I just need to find a way to manipulate all these points in the 
right order.

Easiest way (assuming you already have some animated points) is to use the 
Trail SOP with it set to "Connect as Polygons", turn "Close rows" off, and set 
"Trail Length" to something like 10. Next stop after that is to take a look at 
the Resample SOP. Especially the "Treat Polygons As" parameter, as that'll let 
you create interpolated shapes to your trails which is kind handy.

A




On 02/03/2017 12:58, Tim Bolland wrote:

That's a good point Andy, and in my mind this would make the most sense! But 
like you say maybe not the most supported.


Just to confirm how I'm thinking about this, a strand in Houdini is typically 
made up of point positions, not points with arrays as attributes. You can 
manually add an attribute to each point position to say which strand it's part 
of, there's a node that generates lines that will then understand this?


Otherwise you can create polyline primitives and feed point IDs into it. This 
will generate a polygon line (polyline) between the vertices in the primitive, 
and in some ways this is just like the point[pointarray] technique.

The key is how do you create these point clusters and the order. In ICE I would 
make strands using a build linearly interpolated array with two vectors feeding 
into it. I guess I could try and recreate this using vex/vops, and maybe that's 
what I'm after, I just need to find a way to manipulate all these points in the 
right order.

I'm rambling a bit here, but hopefully getting somewhere!

Cheers,

Tim


From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
<softimage-boun...@listproc.autodesk.com><mailto:softimage-boun...@listproc.autodesk.com>
 on behalf of Andy Nicholas 
<a...@andynicholas.com><mailto:a...@andynicholas.com>
Sent: 02 March 2017 12:27
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: [Houdini] Working with strands the Softimage way

Hi Tim,
Did you notice that you can do per-point array attributes in VEX? There's 
nothing stopping you setting up position vector arrays on each point, just like 
in ICE, and then using a Point Wrangle at the end to use that array to generate 
a polyline. The problem is that you then have to write all those handy ICE 
nodes like "Simulate Strands", etc. yourself.

That's why generally, you're better off just trying to use polylines as a 
primitive as they're more supported by Houdini's other frameworks (e.g. wire 
solver) and constraints.

A



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

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To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
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Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Andy Nicholas


Just to confirm how I'm thinking about this, a strand in Houdini is 
typically made up of point positions, not points with arrays as 
attributes. You can manually add an attribute to each point position 
to say which strand it's part of, there's a node that generates lines 
that will then understand this?


What I'm saying is that's something you can implement yourself. There 
are no nodes in Houdini that understand a point with a vector array is a 
strand, and no shaders that will do that automatically either. Again, 
you can build that yourself if you like, but it's quite advanced if 
you're going to be delving into procedural geometry shaders.


Otherwise you can create polyline primitives and feed point IDs into 
it. This will generate a polygon line (polyline) between the vertices 
in the primitive, and in some ways this is just like the 
point[pointarray] technique.


Yep. A polyline is nothing special. Just an unclosed polygon. As others 
have pointed out, you can apply attributes to the points to set things 
like width and color. Or you can use something like the PolyWire SOP to 
generate your own rendertime geometry.


The key is how do you create these point clusters and the order. In 
ICE I would make strands using a build linearly interpolated array 
with two vectors feeding into it. I guess I could try and recreate 
this using vex/vops, and maybe that's what I'm after, I just need to 
find a way to manipulate all these points in the right order.


Easiest way (assuming you already have some animated points) is to use 
the Trail SOP with it set to "Connect as Polygons", turn "Close rows" 
off, and set "Trail Length" to something like 10. Next stop after that 
is to take a look at the Resample SOP. Especially the "Treat Polygons 
As" parameter, as that'll let you create interpolated shapes to your 
trails which is kind handy.


A




On 02/03/2017 12:58, Tim Bolland wrote:


That's a good point Andy, and in my mind this would make the most 
sense! But like you say maybe not the most supported.



Just to confirm how I'm thinking about this, a strand in Houdini is 
typically made up of point positions, not points with arrays as 
attributes. You can manually add an attribute to each point position 
to say which strand it's part of, there's a node that generates lines 
that will then understand this?



Otherwise you can create polyline primitives and feed point IDs into 
it. This will generate a polygon line (polyline) between the vertices 
in the primitive, and in some ways this is just like the 
point[pointarray] technique.



The key is how do you create these point clusters and the order. In 
ICE I would make strands using a build linearly interpolated array 
with two vectors feeding into it. I guess I could try and recreate 
this using vex/vops, and maybe that's what I'm after, I just need to 
find a way to manipulate all these points in the right order.


I'm rambling a bit here, but hopefully getting somewhere!

Cheers,

Tim


*From:* softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas 
<a...@andynicholas.com>

*Sent:* 02 March 2017 12:27
*To:* softimage@listproc.autodesk.com
*Subject:* Re: [Houdini] Working with strands the Softimage way
Hi Tim,
Did you notice that you can do per-point array attributes in VEX? 
There's nothing stopping you setting up position vector arrays on each 
point, just like in ICE, and then using a Point Wrangle at the end to 
use that array to generate a polyline. The problem is that you then 
have to write all those handy ICE nodes like "Simulate Strands", etc. 
yourself.


That's why generally, you're better off just trying to use polylines 
as a primitive as they're more supported by Houdini's other frameworks 
(e.g. wire solver) and constraints.


A


--
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: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Tim Bolland
That's a good point Andy, and in my mind this would make the most sense! But 
like you say maybe not the most supported.


Just to confirm how I'm thinking about this, a strand in Houdini is typically 
made up of point positions, not points with arrays as attributes. You can 
manually add an attribute to each point position to say which strand it's part 
of, there's a node that generates lines that will then understand this?


Otherwise you can create polyline primitives and feed point IDs into it. This 
will generate a polygon line (polyline) between the vertices in the primitive, 
and in some ways this is just like the point[pointarray] technique.

The key is how do you create these point clusters and the order. In ICE I would 
make strands using a build linearly interpolated array with two vectors feeding 
into it. I guess I could try and recreate this using vex/vops, and maybe that's 
what I'm after, I just need to find a way to manipulate all these points in the 
right order.

I'm rambling a bit here, but hopefully getting somewhere!

Cheers,

Tim


From: softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Andy Nicholas 
<a...@andynicholas.com>
Sent: 02 March 2017 12:27
To: softimage@listproc.autodesk.com
Subject: Re: [Houdini] Working with strands the Softimage way

Hi Tim,
Did you notice that you can do per-point array attributes in VEX? There's 
nothing stopping you setting up position vector arrays on each point, just like 
in ICE, and then using a Point Wrangle at the end to use that array to generate 
a polyline. The problem is that you then have to write all those handy ICE 
nodes like "Simulate Strands", etc. yourself.

That's why generally, you're better off just trying to use polylines as a 
primitive as they're more supported by Houdini's other frameworks (e.g. wire 
solver) and constraints.

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

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Andy Nicholas

Hi Tim,
Did you notice that you can do per-point array attributes in VEX? 
There's nothing stopping you setting up position vector arrays on each 
point, just like in ICE, and then using a Point Wrangle at the end to 
use that array to generate a polyline. The problem is that you then have 
to write all those handy ICE nodes like "Simulate Strands", etc. yourself.


That's why generally, you're better off just trying to use polylines as 
a primitive as they're more supported by Houdini's other frameworks 
(e.g. wire solver) and constraints.


A


On 02/03/2017 12:19, Tim Bolland wrote:


Thank you guys this was just what I was after. I'm aware that 
ICE Strands are just arrays, but after playing around with Houdini's 
VEX/VOPs framework I'm even more impressed by the way ICE handles the 
per-point / per-point-array / per-cloud context switches. Houdini 
seems kind of limiting in how you can't set global arrays within a 
loop running over over the points or prims. I realise that there's a 
detail mode, but doesn't help if your doing per point stuff as well. 
Anyway, I diverge. I'm going to crack on and see what I can come up 
with. I'm not such a fan of the solver/add point method as I like to 
keep things as interactive as possible.



Also, I've found this... Has anyone seen it yet? It's a rewrite of 
Kristinka but for Houdini.


https://www.sidefx.com/forum/topic/42665/

kristinka and few questions | Forums | SideFX 
<https://www.sidefx.com/forum/topic/42665/>

www.sidefx.com
Hello, first of all, something I believe it is a good news. I'm close 
to finish a ‘port’ of Softimage ICE hair styling system called 
Kristinka Hair, to Houdini.




Cheers,


Tim




*From:* softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Jonathan Moore 
<jonathan.moo...@gmail.com>

*Sent:* 02 March 2017 12:01
*To:* Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list

*Subject:* Re: [Houdini] Working with strands the Softimage way
One other thought with regards to Strands in Houdini is that the 
Softimage concept of Strands is supported via Redshift (with all the 
same Strand primitive types). This stops you from having to use a 
Polywire to create geometry from your curves and is far more efficient 
as the Polywire SOP is quite slow.


Most of the tried and trusted methods for the creation of trails in 
Houdini rely on the Point and Solver SOP's in combination with an Add 
SOP. They work well but the Point Sop is single threaded and has been 
replaced with the Attribute Expression SOP which is VEX driven rather 
than HScript and fully multithreaded.


http://www.sidefx.com/docs/houdini/nodes/sop/attribexpression

Nils Prayer uses trails techniques a lot in his work and had a great 
site - Scatter (a lot like Entagma) that shares some great techniques 
that can be adapted for Redshift (you can of course follow the Mantra 
way of doing things too).


http://www.scattertuts.com/tutorials/
<http://www.scattertuts.com/tutorials/>

Tutorials — SCATTER <http://www.scattertuts.com/tutorials/>
www.scattertuts.com
Behind the scenes News Downloads




The H16 build of Redshift only works with the initial release builds 
not the nightly builds so H15.5 and Point SOP may be your best option 
at this stage for trails/strands using Redshift but H16's certainly 
worth a play if you don't mind keeping multiple builds of Houdini 
installed (they're all discrete and don't interfere with each other).


https://www.redshift3d.com/forums/viewthread/11210/

On 2 March 2017 at 11:29, Tim Borgmann <i...@bt-3d.de 
<mailto:i...@bt-3d.de>> wrote:


From what I discovered so far in Houdini I would say there are a
lot of different ways to create something like strands. The main
difference is that there isn't something like an array of
strandpositions (or an array of what ever strandproperties).
Instead there are simple point positions which are connected. That
means that if you want to control each strand and it's positions
(or whatever properties) seperately you have to asign something
like a strand ID by yourself. An easy way to do this is by using
the resample node for example. You set a 'curve number attribute'
with it. Also it has the nice 'curve u attribute' (same as strand
ratio / length).

So I would say the main difference is that you do not deal with
arrays (of strandproperties) but with normal point properties
which you have to organize by yourself.

A very basic way to create strands is the volume trail (you
mentioned) or also by using a simple solver to build up something
like the generate strands trail ICE node (than you can use the
original point ID as strand ID). Also the use of the basic add
node is possible to connect the points. But there are so man

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Tim Bolland
Thank you guys this was just what I was after. I'm aware that ICE Strands are 
just arrays, but after playing around with Houdini's VEX/VOPs framework I'm 
even more impressed by the way ICE handles the per-point / per-point-array / 
per-cloud context switches. Houdini seems kind of limiting in how you can't set 
global arrays within a loop running over over the points or prims. I realise 
that there's a detail mode, but doesn't help if your doing per point stuff as 
well. Anyway, I diverge. I'm going to crack on and see what I can come up with. 
I'm not such a fan of the solver/add point method as I like to keep things as 
interactive as possible.


Also, I've found this... Has anyone seen it yet? It's a rewrite of Kristinka 
but for Houdini.

https://www.sidefx.com/forum/topic/42665/

kristinka and few questions | Forums | 
SideFX<https://www.sidefx.com/forum/topic/42665/>
www.sidefx.com
Hello, first of all, something I believe it is a good news. I'm close to finish 
a ‘port’ of Softimage ICE hair styling system called Kristinka Hair, to Houdini.






Cheers,


Tim



From: softimage-boun...@listproc.autodesk.com 
<softimage-boun...@listproc.autodesk.com> on behalf of Jonathan Moore 
<jonathan.moo...@gmail.com>
Sent: 02 March 2017 12:01
To: Official Softimage Users Mailing List. 
https://groups.google.com/forum/#!forum/xsi_list
Subject: Re: [Houdini] Working with strands the Softimage way

One other thought with regards to Strands in Houdini is that the Softimage 
concept of Strands is supported via Redshift (with all the same Strand 
primitive types). This stops you from having to use a Polywire to create 
geometry from your curves and is far more efficient as the Polywire SOP is 
quite slow.

Most of the tried and trusted methods for the creation of trails in Houdini 
rely on the Point and Solver SOP's in combination with an Add SOP. They work 
well but the Point Sop is single threaded and has been replaced with the 
Attribute Expression SOP which is VEX driven rather than HScript and fully 
multithreaded.

http://www.sidefx.com/docs/houdini/nodes/sop/attribexpression

Nils Prayer uses trails techniques a lot in his work and had a great site - 
Scatter (a lot like Entagma) that shares some great techniques that can be 
adapted for Redshift (you can of course follow the Mantra way of doing things 
too).

http://www.scattertuts.com/tutorials/
[http://static1.squarespace.com/static/564eef04e4b055a0562faa62/t/56697e7da128e6e00f053e02/1471374781976/?format=1000w]<http://www.scattertuts.com/tutorials/>

Tutorials — SCATTER<http://www.scattertuts.com/tutorials/>
www.scattertuts.com
Behind the scenes News Downloads




The H16 build of Redshift only works with the initial release builds not the 
nightly builds so H15.5 and Point SOP may be your best option at this stage for 
trails/strands using Redshift but H16's certainly worth a play if you don't 
mind keeping multiple builds of Houdini installed (they're all discrete and 
don't interfere with each other).

https://www.redshift3d.com/forums/viewthread/11210/

On 2 March 2017 at 11:29, Tim Borgmann <i...@bt-3d.de<mailto:i...@bt-3d.de>> 
wrote:

>From what I discovered so far in Houdini I would say there are a lot of 
>different ways to create something like strands. The main difference is that 
>there isn't something like an array of strandpositions (or an array of what 
>ever strandproperties). Instead there are simple point positions which are 
>connected. That means that if you want to control each strand and it's 
>positions (or whatever properties) seperately you have to asign something like 
>a strand ID by yourself. An easy way to do this is by using the resample node 
>for example. You set a 'curve number attribute' with it. Also it has the nice 
>'curve u attribute' (same as strand ratio / length).

So I would say the main difference is that you do not deal with arrays (of 
strandproperties) but with normal point properties which you have to organize 
by yourself.

A very basic way to create strands is the volume trail (you mentioned) or also 
by using a simple solver to build up something like the generate strands trail 
ICE node (than you can use the original point ID as strand ID). Also the use of 
the basic add node is possible to connect the points. But there are so many 
more ways in H as usual :)

Also regarding the polywire, depending on the renderengine you plan to use and 
the look you are after you don't have to use the polywire at all, but can 
render the curves directly.


Best

Tim


Am 02/03/17 um 12:05 schrieb Tim Bolland:

Hey guys, I'm after a little advice. I'm currently looking at building a some 
nice fluffy clouds made up of strands and from what I can see there a load of 
different ways to achieve something like this Houdini. Quite of few of the 
results I've seen demonstrated online are achieved by creating a velocity 
vo

Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Jonathan Moore
One other thought with regards to Strands in Houdini is that the Softimage
concept of Strands is supported via Redshift (with all the same Strand
primitive types). This stops you from having to use a Polywire to create
geometry from your curves and is far more efficient as the Polywire SOP is
quite slow.

Most of the tried and trusted methods for the creation of trails in Houdini
rely on the Point and Solver SOP's in combination with an Add SOP. They
work well but the Point Sop is single threaded and has been replaced with
the Attribute Expression SOP which is VEX driven rather than HScript and
fully multithreaded.

http://www.sidefx.com/docs/houdini/nodes/sop/attribexpression

Nils Prayer uses trails techniques a lot in his work and had a great site -
Scatter (a lot like Entagma) that shares some great techniques that can be
adapted for Redshift (you can of course follow the Mantra way of doing
things too).

http://www.scattertuts.com/tutorials/

The H16 build of Redshift only works with the initial release builds not
the nightly builds so H15.5 and Point SOP may be your best option at this
stage for trails/strands using Redshift but H16's certainly worth a play if
you don't mind keeping multiple builds of Houdini installed (they're all
discrete and don't interfere with each other).

https://www.redshift3d.com/forums/viewthread/11210/

On 2 March 2017 at 11:29, Tim Borgmann <i...@bt-3d.de> wrote:

> From what I discovered so far in Houdini I would say there are a lot of
> different ways to create something like strands. The main difference is
> that there isn't something like an array of strandpositions (or an array of
> what ever strandproperties). Instead there are simple point positions which
> are connected. That means that if you want to control each strand and it's
> positions (or whatever properties) seperately you have to asign something
> like a strand ID by yourself. An easy way to do this is by using the
> resample node for example. You set a 'curve number attribute' with it. Also
> it has the nice 'curve u attribute' (same as strand ratio / length).
>
> So I would say the main difference is that you do not deal with arrays (of
> strandproperties) but with normal point properties which you have to
> organize by yourself.
>
> A very basic way to create strands is the volume trail (you mentioned) or
> also by using a simple solver to build up something like the generate
> strands trail ICE node (than you can use the original point ID as strand
> ID). Also the use of the basic add node is possible to connect the points.
> But there are so many more ways in H as usual :)
>
> Also regarding the polywire, depending on the renderengine you plan to use
> and the look you are after you don't have to use the polywire at all, but
> can render the curves directly.
>
>
> Best
>
> Tim
>
>
>
> Am 02/03/17 um 12:05 schrieb Tim Bolland:
>
> Hey guys, I'm after a little advice. I'm currently looking at building a
> some nice fluffy clouds made up of strands and from what I can see there a
> load of different ways to achieve something like this Houdini. Quite of few
> of the results I've seen demonstrated online are achieved by creating a
> velocity volume and drawing these the velocities out. These look nice but I
> cant really figure out a way to edit them afterwards. Other methods I've
> seen that look promising take points and running them through a Polywire,
> however there seem to a load of ways to group these points together and
> nothing is as succinct at position / strandposition
>
>
> What I'm wondering is what do you recommend? Is there a method of strand
> creation / manipulation that gives you a nice amount of flexibility and
> control? I've always been a huge fan of ICE strands, and the concept of
> starting with some points, building up strandpositions a long these points
> and controlling the properties of the strands by either the point ID or the
> strandposition ID.
>
>
> From what I can see there is not equivalent workflow that I can find, at
> least not out of the box. I can make polywires with ID's and manipulate
> this, but I'm still a little confused about the ID vs strandID context
> equivalent and how to manipulate each of them. Any advice would be
> appreciated.
>
> Cheers,
>
>
> Tim
>
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
> "unsubscribe" in the subject, and reply to confirm.
>
>
>
> --
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Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Tim Borgmann
From what I discovered so far in Houdini I would say there are a lot of 
different ways to create something like strands. The main difference is 
that there isn't something like an array of strandpositions (or an array 
of what ever strandproperties). Instead there are simple point positions 
which are connected. That means that if you want to control each strand 
and it's positions (or whatever properties) seperately you have to asign 
something like a strand ID by yourself. An easy way to do this is by 
using the resample node for example. You set a 'curve number attribute' 
with it. Also it has the nice 'curve u attribute' (same as strand ratio 
/ length).


So I would say the main difference is that you do not deal with arrays 
(of strandproperties) but with normal point properties which you have to 
organize by yourself.


A very basic way to create strands is the volume trail (you mentioned) 
or also by using a simple solver to build up something like the generate 
strands trail ICE node (than you can use the original point ID as strand 
ID). Also the use of the basic add node is possible to connect the 
points. But there are so many more ways in H as usual :)


Also regarding the polywire, depending on the renderengine you plan to 
use and the look you are after you don't have to use the polywire at 
all, but can render the curves directly.



Best

Tim



Am 02/03/17 um 12:05 schrieb Tim Bolland:


Hey guys, I'm after a little advice. I'm currently looking at building 
a some nice fluffy clouds made up of strands and from what I can see 
there a load of different ways to achieve something like this Houdini. 
Quite of few of the results I've seen demonstrated online are achieved 
by creating a velocity volume and drawing these the velocities out. 
These look nice but I cant really figure out a way to edit them 
afterwards. Other methods I've seen that look promising take points 
and running them through a Polywire, however there seem to a load of 
ways to group these points together and nothing is as succinct at 
position / strandposition



What I'm wondering is what do you recommend? Is there a method of 
strand creation / manipulation that gives you a nice amount of 
flexibility and control? I've always been a huge fan of ICE strands, 
and the concept of starting with some points, building up 
strandpositions a long these points and controlling the properties of 
the strands by either the point ID or the strandposition ID.



From what I can see there is not equivalent workflow that I can find, 
at least not out of the box. I can make polywires with ID's and 
manipulate this, but I'm still a little confused about the ID vs 
strandID context equivalent and how to manipulate each of them. Any 
advice would be appreciated.


Cheers,


Tim



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Re: [Houdini] Working with strands the Softimage way

2017-03-02 Thread Christopher Crouzet
I've never used Softimage's strands but from looking at this page
<http://softimage.wiki.softimage.com/xsidocs/ICE_strands_CreatingStrands.htm>,
it seems straighforward to reproduce in Houdini. If you emit particles and
advect their position by the velocity of your volume, then you can use the
Trail SOP to retrieve the position of each particle at each frame up to say
5 frames before, which will give you 5 points for each particle that you
only need to connect together using Add SOP (Polygons -> By Group -> Add By
Attribute -> 'id'). Then you can edit/animate your velocity field in SOP to
give some variation to your particles, or use some POP nodes in your DOP
network. Finally, you can define a 'width' attribute representing the width
of the resulting curves at each point and render as-is, or plug-in a
Polywire SOP as you mentioned to output some polygons.


On 2 March 2017 at 18:05, Tim Bolland <tim_boll...@hotmail.co.uk> wrote:

> Hey guys, I'm after a little advice. I'm currently looking at building a
> some nice fluffy clouds made up of strands and from what I can see there a
> load of different ways to achieve something like this Houdini. Quite of few
> of the results I've seen demonstrated online are achieved by creating a
> velocity volume and drawing these the velocities out. These look nice but I
> cant really figure out a way to edit them afterwards. Other methods I've
> seen that look promising take points and running them through a Polywire,
> however there seem to a load of ways to group these points together and
> nothing is as succinct at position / strandposition
>
>
> What I'm wondering is what do you recommend? Is there a method of strand
> creation / manipulation that gives you a nice amount of flexibility and
> control? I've always been a huge fan of ICE strands, and the concept of
> starting with some points, building up strandpositions a long these points
> and controlling the properties of the strands by either the point ID or the
> strandposition ID.
>
>
> From what I can see there is not equivalent workflow that I can find, at
> least not out of the box. I can make polywires with ID's and manipulate
> this, but I'm still a little confused about the ID vs strandID context
> equivalent and how to manipulate each of them. Any advice would be
> appreciated.
>
> Cheers,
>
>
> Tim
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
Christopher Crouzet
*https://christophercrouzet.com* <https://christophercrouzet.com>
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[Houdini] Working with strands the Softimage way

2017-03-02 Thread Tim Bolland
Hey guys, I'm after a little advice. I'm currently looking at building a some 
nice fluffy clouds made up of strands and from what I can see there a load of 
different ways to achieve something like this Houdini. Quite of few of the 
results I've seen demonstrated online are achieved by creating a velocity 
volume and drawing these the velocities out. These look nice but I cant really 
figure out a way to edit them afterwards. Other methods I've seen that look 
promising take points and running them through a Polywire, however there seem 
to a load of ways to group these points together and nothing is as succinct at 
position / strandposition


What I'm wondering is what do you recommend? Is there a method of strand 
creation / manipulation that gives you a nice amount of flexibility and 
control? I've always been a huge fan of ICE strands, and the concept of 
starting with some points, building up strandpositions a long these points and 
controlling the properties of the strands by either the point ID or the 
strandposition ID.


>From what I can see there is not equivalent workflow that I can find, at least 
>not out of the box. I can make polywires with ID's and manipulate this, but 
>I'm still a little confused about the ID vs strandID context equivalent and 
>how to manipulate each of them. Any advice would be appreciated.

Cheers,


Tim
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Re: ICE strands generation for Conifers

2016-12-14 Thread Morten Bartholdy
Cool - thanks Mathieu and Adrian. Good tips, just what I needed.

Best
Morten



> Den 14. december 2016 klokken 17:22 skrev Mathieu Leclaire 
> <mlecl...@hybride.com>:
> 
> 
> Just delete particle where the angle between the emit location normal 
> and the Y axis is greater then your desired threshold :
> 
> 
> 
> On 14/12/2016 11:09 AM, adrian wyer wrote:
> > just add a weight map, set it to linear Y, base weight 1, offset the
> > reference position Y slider?
> >
> > a
> >
> > Adrian Wyer
> > Fluid Pictures
> > 75-77 Margaret St.
> > London
> > W1W 8SY
> > ++44(0) 207 580 0829
> >
> >
> > adrian.w...@fluid-pictures.com
> >
> > www.fluid-pictures.com
> >
> >   
> >
> > Fluid Pictures Limited is registered in England and Wales.
> > Company number:5657815
> > VAT number: 872 6893 71
> >
> > -Original Message-
> > From: softimage-boun...@listproc.autodesk.com
> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> > Bartholdy
> > Sent: 14 December 2016 15:47
> > To: Userlist, Softimage
> > Subject: ICE strands generation for Conifers
> >
> > I am looking at generating a Spruce tree using T-Gen or SpeedTree for the
> > geometry and the generate the needles using Strands. To that end I would
> > like to generate the strands growing from the top and sides af each
> > twig/branch but not the underside. My question is if there is a way to
> > isolate either of these areas in ICE or otherwise and perhaps generate a
> > cluster or weightmap I can use in ICE?
> >
> > The only way I have found so far is to select Y+ in the Texture Editor which
> > gives me samples of the area I want. How do I select vertices or polygons
> > from this? Also is there a quicker way to select this area directly in ICE?
> >
> > Thanks.
> >
> >
> > Morten
> > --
> > 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.
> >
> >
> 
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Re: ICE strands generation for Conifers

2016-12-14 Thread Mathieu Leclaire
Just delete particle where the angle between the emit location normal 
and the Y axis is greater then your desired threshold :




On 14/12/2016 11:09 AM, adrian wyer wrote:

just add a weight map, set it to linear Y, base weight 1, offset the
reference position Y slider?

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829


adrian.w...@fluid-pictures.com

www.fluid-pictures.com

  


Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
Bartholdy
Sent: 14 December 2016 15:47
To: Userlist, Softimage
Subject: ICE strands generation for Conifers

I am looking at generating a Spruce tree using T-Gen or SpeedTree for the
geometry and the generate the needles using Strands. To that end I would
like to generate the strands growing from the top and sides af each
twig/branch but not the underside. My question is if there is a way to
isolate either of these areas in ICE or otherwise and perhaps generate a
cluster or weightmap I can use in ICE?

The only way I have found so far is to select Y+ in the Texture Editor which
gives me samples of the area I want. How do I select vertices or polygons
from this? Also is there a quicker way to select this area directly in ICE?

Thanks.


Morten
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RE: ICE strands generation for Conifers

2016-12-14 Thread adrian wyer
just add a weight map, set it to linear Y, base weight 1, offset the
reference position Y slider?

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
Bartholdy
Sent: 14 December 2016 15:47
To: Userlist, Softimage
Subject: ICE strands generation for Conifers

I am looking at generating a Spruce tree using T-Gen or SpeedTree for the
geometry and the generate the needles using Strands. To that end I would
like to generate the strands growing from the top and sides af each
twig/branch but not the underside. My question is if there is a way to
isolate either of these areas in ICE or otherwise and perhaps generate a
cluster or weightmap I can use in ICE?

The only way I have found so far is to select Y+ in the Texture Editor which
gives me samples of the area I want. How do I select vertices or polygons
from this? Also is there a quicker way to select this area directly in ICE?

Thanks.


Morten
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RE: ICE strands generation for Conifers

2016-12-14 Thread adrian wyer
or put a empty weightmap on the object
add a non simulated ice tree
get point normal---> 3d vector to scalar (Y)---> fcurve---> set data weight
map weights

a

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com

www.fluid-pictures.com 

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71


-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
Bartholdy
Sent: 14 December 2016 15:47
To: Userlist, Softimage
Subject: ICE strands generation for Conifers

I am looking at generating a Spruce tree using T-Gen or SpeedTree for the
geometry and the generate the needles using Strands. To that end I would
like to generate the strands growing from the top and sides af each
twig/branch but not the underside. My question is if there is a way to
isolate either of these areas in ICE or otherwise and perhaps generate a
cluster or weightmap I can use in ICE?

The only way I have found so far is to select Y+ in the Texture Editor which
gives me samples of the area I want. How do I select vertices or polygons
from this? Also is there a quicker way to select this area directly in ICE?

Thanks.


Morten
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ICE strands generation for Conifers

2016-12-14 Thread Morten Bartholdy
I am looking at generating a Spruce tree using T-Gen or SpeedTree for the 
geometry and the generate the needles using Strands. To that end I would like 
to generate the strands growing from the top and sides af each twig/branch but 
not the underside. My question is if there is a way to isolate either of these 
areas in ICE or otherwise and perhaps generate a cluster or weightmap I can use 
in ICE?

The only way I have found so far is to select Y+ in the Texture Editor which 
gives me samples of the area I want. How do I select vertices or polygons from 
this? Also is there a quicker way to select this area directly in ICE?

Thanks.


Morten
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Deform by strands ?

2015-09-23 Thread Olivier Jeannel
Hi there,

I'd like to bend some objects on strands. Right now I'm using PLND
"DeformByStrand" which is not to bad but has some limitations.
It doesn't (unless I'm wrong) respect the strand (Y) Orientation

Do we have anything else that does this properly ?
Does Redshift nowaday allow instance deformation along strands (like MR
does) ?

Is there a solution via Topolizer ?


Thank you


Re: Deform by strands ?

2015-09-23 Thread Olivier Jeannel
This is what I'm doing, but I'm supposed to unfold a castle like this...
https://drive.google.com/file/d/0B1QqhXD7Y15qdVhiOFZ1YXVHZGM/view?usp=sharing

On Wed, Sep 23, 2015 at 3:32 PM, Olivier Jeannel <facialdel...@gmail.com>
wrote:

> Hi there,
>
> I'd like to bend some objects on strands. Right now I'm using PLND
> "DeformByStrand" which is not to bad but has some limitations.
> It doesn't (unless I'm wrong) respect the strand (Y) Orientation
>
> Do we have anything else that does this properly ?
> Does Redshift nowaday allow instance deformation along strands (like MR
> does) ?
>
> Is there a solution via Topolizer ?
>
>
> Thank you
>


Re: Deform by strands ?

2015-09-23 Thread Jason S

  
  
Would this help? seems to have rotation
  along different axies/up vectors.
  
  https://vimeo.com/7045028
  
  
  On 09/23/15 11:39, Olivier Jeannel wrote:


  This is what I'm doing, but I'm supposed to unfold
a castle like this...
https://drive.google.com/file/d/0B1QqhXD7Y15qdVhiOFZ1YXVHZGM/view?usp=sharing

  
  
On Wed, Sep 23, 2015 at 3:32 PM,
  Olivier Jeannel <facialdel...@gmail.com>
  wrote:
  
Hi there,
  
  
  I'd like to bend some objects on strands. Right now
I'm using PLND "DeformByStrand" which is not to bad but
has some limitations.
  It doesn't (unless I'm wrong) respect the strand (Y)
Orientation
  
  
  Do we have anything else that does this properly ? 
  Does Redshift nowaday allow instance deformation
        along strands (like MR does) ?
  
  
  Is there a solution via Topolizer ?
  
  
  
  
  Thank you

  


  


  



Re: Group of curves to strands?

2015-09-16 Thread Fabricio Chamon
Late response, but you can merge all curves and use a neat melena compound
that generates strands from a multi-subcurve object

Em quinta-feira, 10 de setembro de 2015, Thomas Volkmann <
li...@thomasvolkmann.com> escreveu:

> Thanks Juan, no need to dig out the script, I have finished it by now. But
> I'll take a look at Dan's compound.
> Thx
>
>
> Juan Brockhaus <juanxsil...@gmail.com
> <javascript:_e(%7B%7D,'cvml','juanxsil...@gmail.com');>> hat am 10.
> September 2015 um 09:56 geschrieben:
>
> well, yeah, that's unfortunatly how it is... curves in groups in ICE are
> quite annoying... (and guess what, it's not going to change anymore...)
>
> there's a nice compound from Dan Yargici on rray.exe (Create Strands from
> Curves) where here basically rebuilds the curves in a group either as
> linear or bspline.
> that could help, if your curves are all uniform parametrized... and you
> are not using mixed curve types...
> the compound takes the points and rebuilds the curves. nice little
> workaround. but depending on your scenario it might work?
>
> else... well, yes, you have to connect each curve individually
> (I've once written a script to help with this. could dig it out. but was
> project specific, so may need a bit of rewrite)
>
> cheers,
>
> Juan
>
>
> On Thu, Sep 10, 2015 at 9:04 AM, Thomas Volkmann <li...@thomasvolkmann.com
> <javascript:_e(%7B%7D,'cvml','li...@thomasvolkmann.com');>> wrote:
>
> Ouch...I guess this is never going to be fixed :/
> Thanks, I'll take a look at your compounds, but depending on how many
> curves I have I will rather do an extrusion script...
>
>
> Leonard Koch <leonardkoch...@gmail.com
> <javascript:_e(%7B%7D,'cvml','leonardkoch...@gmail.com');>> hat am 10.
> September 2015 um 08:47 geschrieben:
>
>
> Yep there is just no convenient way of doing that.
> The only possible way is to connect each individual curve into the icetree
> and give it its own uv to location node. You can take a look at the curve
> data gatherers in LK Fabric to see an example of that.
>
> A rather annoying limitation.
> On Sep 10, 2015 08:35, "Thomas Volkmann" <li...@thomasvolkmann.com
> <javascript:_e(%7B%7D,'cvml','li...@thomasvolkmann.com');>> wrote:
>
> Yo!
> I wan't to populate my scene with some cables by laying out some curves.
> Instead of extruding them for rendering (you can't render curves directly
> in Arnold, can you?) I thought it would be quick and easy to turn them into
> strands by putting them into a group and turn this group into strands.
> I didn't manage because one or more of the following reasons (tell me
> which):
>
> A: I'm too stupid
> B: It's really complicated and A
> C: It's not doable. And A because I even tried.
>
> So which one is it? I figured so much that A applies in every case.
> If the answer is not C, can someone please give me a hint or two on how to
> do it?
> In the meantime extruding all these curves by script is simple and fast
> even for me, but I really want to know what I got wrong here :/
>
> thx,
> Thomas
>
>
>
>
>
>
>


Re: Group of curves to strands?

2015-09-10 Thread Thomas Volkmann
Thanks Juan, no need to dig out the script, I have finished it by now. But I'll
take a look at Dan's compound.
Thx
 

> Juan Brockhaus <juanxsil...@gmail.com> hat am 10. September 2015 um 09:56
> geschrieben:
> 
>  well, yeah, that's unfortunatly how it is... curves in groups in ICE are
> quite annoying... (and guess what, it's not going to change anymore...)
> 
>  there's a nice compound from Dan Yargici on rray.exe (Create Strands from
> Curves) where here basically rebuilds the curves in a group either as linear
> or bspline.
>  that could help, if your curves are all uniform parametrized... and you are
> not using mixed curve types...
>  the compound takes the points and rebuilds the curves. nice little
> workaround. but depending on your scenario it might work?
> 
>  else... well, yes, you have to connect each curve individually
>  (I've once written a script to help with this. could dig it out. but was
> project specific, so may need a bit of rewrite)
> 
>  cheers,
> 
>  Juan
> 
> 
>  On Thu, Sep 10, 2015 at 9:04 AM, Thomas Volkmann <li...@thomasvolkmann.com
> <mailto:li...@thomasvolkmann.com> > wrote:
>> >Ouch...I guess this is never going to be fixed :/
> >Thanks, I'll take a look at your compounds, but depending on how many
> > curves I have I will rather do an extrusion script...
> > 
> > 
> > > > > Leonard Koch <leonardkoch...@gmail.com
> > > > > <mailto:leonardkoch...@gmail.com> > hat am 10. September 2015 um
> > > > > 08:47 geschrieben:
> > > 
> > > 
> > > 
> > > Yep there is just no convenient way of doing that.
> > > The only possible way is to connect each individual curve into the
> > > icetree and give it its own uv to location node. You can take a look at
> > > the curve data gatherers in LK Fabric to see an example of that.
> > > 
> > > A rather annoying limitation.
> > > 
> > > On Sep 10, 2015 08:35, "Thomas Volkmann" <li...@thomasvolkmann.com
> > > <mailto:li...@thomasvolkmann.com> > wrote:
> > >   > > > >   Yo!
> > > >   I wan't to populate my scene with some cables by laying out some
> > > > curves. Instead of extruding them for rendering (you can't render curves
> > > > directly in Arnold, can you?) I thought it would be quick and easy to
> > > > turn them into strands by putting them into a group and turn this group
> > > > into strands.
> > > >   I didn't manage because one or more of the following reasons (tell
> > > > me which):
> > > >
> > > >   A: I'm too stupid
> > > >   B: It's really complicated and A 
> > > >   C: It's not doable. And A because I even tried.
> > > >
> > > >   So which one is it? I figured so much that A applies in every
> > > > case.
> > > >   If the answer is not C, can someone please give me a hint or two
> > > > on how to do it?
> > > >   In the meantime extruding all these curves by script is simple and
> > > > fast even for me, but I really want to know what I got wrong here :/
> > > >
> > > >   thx,
> > > >   Thomas
> > > > > > > 
> > >> > 
> > 
> >  > 

 

Re: Group of curves to strands?

2015-09-10 Thread Thomas Volkmann
Ouch...I guess this is never going to be fixed :/
Thanks, I'll take a look at your compounds, but depending on how many curves I
have I will rather do an extrusion script...
 

> Leonard Koch <leonardkoch...@gmail.com> hat am 10. September 2015 um 08:47
> geschrieben:
> 
> 
>  Yep there is just no convenient way of doing that.
>  The only possible way is to connect each individual curve into the icetree
> and give it its own uv to location node. You can take a look at the curve data
> gatherers in LK Fabric to see an example of that.
> 
>  A rather annoying limitation.
> 
>  On Sep 10, 2015 08:35, "Thomas Volkmann" <li...@thomasvolkmann.com
> <mailto:li...@thomasvolkmann.com> > wrote:
>> >Yo!
> >I wan't to populate my scene with some cables by laying out some curves.
> > Instead of extruding them for rendering (you can't render curves directly in
> > Arnold, can you?) I thought it would be quick and easy to turn them into
> > strands by putting them into a group and turn this group into strands.
> >I didn't manage because one or more of the following reasons (tell me
> > which):
> > 
> >A: I'm too stupid
> >B: It's really complicated and A 
> >C: It's not doable. And A because I even tried.
> > 
> >So which one is it? I figured so much that A applies in every case.
> >If the answer is not C, can someone please give me a hint or two on how
> > to do it?
> >In the meantime extruding all these curves by script is simple and fast
> > even for me, but I really want to know what I got wrong here :/
> > 
> >thx,
> >Thomas
> >  > 

 

Re: Group of curves to strands?

2015-09-10 Thread Leonard Koch
Yep there is just no convenient way of doing that.
The only possible way is to connect each individual curve into the icetree
and give it its own uv to location node. You can take a look at the curve
data gatherers in LK Fabric to see an example of that.

A rather annoying limitation.
On Sep 10, 2015 08:35, "Thomas Volkmann" <li...@thomasvolkmann.com> wrote:

> Yo!
> I wan't to populate my scene with some cables by laying out some curves.
> Instead of extruding them for rendering (you can't render curves directly
> in Arnold, can you?) I thought it would be quick and easy to turn them into
> strands by putting them into a group and turn this group into strands.
> I didn't manage because one or more of the following reasons (tell me
> which):
>
> A: I'm too stupid
> B: It's really complicated and A
> C: It's not doable. And A because I even tried.
>
> So which one is it? I figured so much that A applies in every case.
> If the answer is not C, can someone please give me a hint or two on how to
> do it?
> In the meantime extruding all these curves by script is simple and fast
> even for me, but I really want to know what I got wrong here :/
>
> thx,
> Thomas
>


Re: Group of curves to strands?

2015-09-10 Thread Juan Brockhaus
well, yeah, that's unfortunatly how it is... curves in groups in ICE are
quite annoying... (and guess what, it's not going to change anymore...)

there's a nice compound from Dan Yargici on rray.exe (Create Strands from
Curves) where here basically rebuilds the curves in a group either as
linear or bspline.
that could help, if your curves are all uniform parametrized... and you are
not using mixed curve types...
the compound takes the points and rebuilds the curves. nice little
workaround. but depending on your scenario it might work?

else... well, yes, you have to connect each curve individually
(I've once written a script to help with this. could dig it out. but was
project specific, so may need a bit of rewrite)

cheers,

Juan


On Thu, Sep 10, 2015 at 9:04 AM, Thomas Volkmann <li...@thomasvolkmann.com>
wrote:

> Ouch...I guess this is never going to be fixed :/
> Thanks, I'll take a look at your compounds, but depending on how many
> curves I have I will rather do an extrusion script...
>
>
> Leonard Koch <leonardkoch...@gmail.com> hat am 10. September 2015 um
> 08:47 geschrieben:
>
>
> Yep there is just no convenient way of doing that.
> The only possible way is to connect each individual curve into the icetree
> and give it its own uv to location node. You can take a look at the curve
> data gatherers in LK Fabric to see an example of that.
>
> A rather annoying limitation.
> On Sep 10, 2015 08:35, "Thomas Volkmann" <li...@thomasvolkmann.com> wrote:
>
> Yo!
> I wan't to populate my scene with some cables by laying out some curves.
> Instead of extruding them for rendering (you can't render curves directly
> in Arnold, can you?) I thought it would be quick and easy to turn them into
> strands by putting them into a group and turn this group into strands.
> I didn't manage because one or more of the following reasons (tell me
> which):
>
> A: I'm too stupid
> B: It's really complicated and A
> C: It's not doable. And A because I even tried.
>
> So which one is it? I figured so much that A applies in every case.
> If the answer is not C, can someone please give me a hint or two on how to
> do it?
> In the meantime extruding all these curves by script is simple and fast
> even for me, but I really want to know what I got wrong here :/
>
> thx,
> Thomas
>
>
>
>


Group of curves to strands?

2015-09-10 Thread Thomas Volkmann
Yo!
I wan't to populate my scene with some cables by laying out some curves. Instead
of extruding them for rendering (you can't render curves directly in Arnold, can
you?) I thought it would be quick and easy to turn them into strands by putting
them into a group and turn this group into strands.
I didn't manage because one or more of the following reasons (tell me which):
 
A: I'm too stupid
B: It's really complicated and A 
C: It's not doable. And A because I even tried.
 
So which one is it? I figured so much that A applies in every case.
If the answer is not C, can someone please give me a hint or two on how to do
it?
In the meantime extruding all these curves by script is simple and fast even for
me, but I really want to know what I got wrong here :/
 
thx,
Thomas

Re: Strands colliding and sliding on moving mesh?

2015-01-02 Thread Olivier Colchen
Hello,

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


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

Olivier

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



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



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

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

 A



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


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

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



Re: Strands colliding and sliding on moving mesh?

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


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



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

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

A



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


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

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



Re: Strands colliding and sliding on moving mesh?

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

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

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

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

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

A


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

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

Strands colliding and sliding on moving mesh?

2015-01-01 Thread Olivier Colchen
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


Sticking Ice Strands

2014-11-20 Thread Lawrence Nimrichter
Hey guys, if you have ice strands that are all curly, do you know how to make 
it stick to the surface of geo as is. When the emitting point sticks to 
deforming geo, it stretches and does dynamics etc to the strand (which normally 
is great, but not this time). I wish they were each frozen to the particle and 
just moved with it. does that make sense? 

Any thoughts on this?

Thanks!

Lawrence Nimrichter




Re: Sticking Ice Strands

2014-11-20 Thread David Barosin
If I understand correctly you need to...
1) Store the initial StrandPosition in the local particle space.(by
multiplying the strandPosition array by the inverted particle transform)
-- get particle transform -- invert --- multiply (strandPosition)
by matrix-- set data (myLocalStrandPosition)

2) Multiply the stored StrandPosition (myLocalStrandPosition) by the
current particle transform



On Thu, Nov 20, 2014 at 3:34 PM, Lawrence Nimrichter xsiuse...@gmail.com
wrote:

 Hey guys, if you have ice strands that are all curly, do you know how to
 make it stick to the surface of geo as is. When the emitting point sticks
 to deforming geo, it stretches and does dynamics etc to the strand (which
 normally is great, but not this time). I wish they were each frozen to the
 particle and just moved with it. does that make sense?

 Any thoughts on this?

 Thanks!

 Lawrence Nimrichter





Re: Convert strands to curves

2014-07-06 Thread Byron Nash
Awesome. Thanks.


On Mon, Jun 30, 2014 at 2:37 PM, gareth bell garethb...@outlook.com wrote:

 http://vimeo.com/13069069

 How about this?


 --
 From: byronn...@gmail.com
 Date: Mon, 30 Jun 2014 13:56:20 -0400
 Subject: Re: Convert strands to curves
 To: softimage@listproc.autodesk.com


 Bump, is there a solution for this?


 On Tue, May 22, 2012 at 1:24 PM, john clausing jclausin...@yahoo.com
 wrote:

 Is there a way to convert strands to curves? i have a good result on
 behavior with the strands, but am having a heck of a time getting geometry
 to work with the strands.
 If i could link curves to strands, i could easily deform the geometry on
 the curves.

 any ideas?
 thanks all,

 john





Re: Convert strands to curves

2014-06-30 Thread Byron Nash
Bump, is there a solution for this?


On Tue, May 22, 2012 at 1:24 PM, john clausing jclausin...@yahoo.com
wrote:

 Is there a way to convert strands to curves? i have a good result on
 behavior with the strands, but am having a heck of a time getting geometry
 to work with the strands.
 If i could link curves to strands, i could easily deform the geometry on
 the curves.

 any ideas?
 thanks all,

 john



RE: Convert strands to curves

2014-06-30 Thread gareth bell
http://vimeo.com/13069069

How about this?

From: byronn...@gmail.com
Date: Mon, 30 Jun 2014 13:56:20 -0400
Subject: Re: Convert strands to curves
To: softimage@listproc.autodesk.com

Bump, is there a solution for this?

On Tue, May 22, 2012 at 1:24 PM, john clausing jclausin...@yahoo.com wrote:


Is there a way to convert strands to curves? i have a good result on behavior 
with the strands, but am having a heck of a time getting geometry to work with 
the strands.


If i could link curves to strands, i could easily deform the geometry on the 
curves.

any ideas?
thanks all,

john

  

OT: MAYA and strands

2014-03-18 Thread Gerbrand Nel

Ok don't laugh, but I just have to ask.
Is there something like strands in Maya.
I'm re-doing some of my projects in maya to see just how fucked I am 
right now, and wanted to recreate a spider web I made with ice strands 
for a pitch about a week ago.

Thanks
G


Re: OT: MAYA and strands

2014-03-18 Thread olivier jeannel

I'd be curious,
Spider web like that ancient Helge workshop, or rather like the tutorial 
from Nika Ragua ?


No idea if Maya has strands though...



Le 18/03/2014 15:11, Gerbrand Nel a écrit :

Ok don't laugh, but I just have to ask.
Is there something like strands in Maya.
I'm re-doing some of my projects in maya to see just how fucked I am 
right now, and wanted to recreate a spider web I made with ice strands 
for a pitch about a week ago.

Thanks
G






Re: OT: MAYA and strands

2014-03-18 Thread Gerbrand Nel

Ok sure I was being dramatic, but that's how I feel on the inside :)
I've decided to redo projects in my spare time in Maya and Houdini so I 
can make a much more informed decision when the time comes.

G
On 2014/03/18 04:14 PM, Simon Reeves wrote:
How fucked you are /right now/? I don't want to be pedantic, but, why 
would you not contiune to use Softimage right now for a task like 
that! Perhaps what you need is the best ways to export if pipeline 
dictates a change to Maya.




Simon Reeves
London, UK
/si...@simonreeves.com mailto:si...@simonreeves.com/
/www.simonreeves.com http://www.simonreeves.com/
/www.analogstudio.co.uk http://www.analogstudio.co.uk//
/


On 18 March 2014 14:11, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


Ok don't laugh, but I just have to ask.
Is there something like strands in Maya.
I'm re-doing some of my projects in maya to see just how fucked I
am right now, and wanted to recreate a spider web I made with ice
strands for a pitch about a week ago.
Thanks
G






Re: OT: MAYA and strands

2014-03-18 Thread Gerbrand Nel
Oh that's a neat button, but I was thinking more along the lines of 
creating it procedurally.

So I can update the amount of rings, or spans with sliders.
The dynamics will have to wait :)
G
On 2014/03/18 04:27 PM, Perry Harovas wrote:
Sorry if this is a re-post, I got a bounce back message because the 
jpeg I attached was too large.

Here is a smaller version...


There are many ways to do this, depends on how you
start (dynamic created web, modeled web, etc).

Here is one way, if you model the spider web:


On Tue, Mar 18, 2014 at 10:11 AM, Gerbrand Nel nagv...@gmail.com 
mailto:nagv...@gmail.com wrote:


Ok don't laugh, but I just have to ask.
Is there something like strands in Maya.
I'm re-doing some of my projects in maya to see just how fucked I
am right now, and wanted to recreate a spider web I made with ice
strands for a pitch about a week ago.
Thanks
G




--





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/





Re: OT: MAYA and strands

2014-03-18 Thread Perry Harovas
I would make it from polygons or Nurbs in that case, and do not delete the
history (don't FREEZE it).
Then you can make it into a cloth object, and after the number of rings and
spans is settled on, you can create curves from the edges
and hide the poly/Nurbs object.

Just off the top of me head.

Don't know a way off the top of my head to do it anywhere near like you
would would ICE strands.




On Tue, Mar 18, 2014 at 10:40 AM, Gerbrand Nel nagv...@gmail.com wrote:

  Oh that's a neat button, but I was thinking more along the lines of
 creating it procedurally.
 So I can update the amount of rings, or spans with sliders.
 The dynamics will have to wait :)
 G

 On 2014/03/18 04:27 PM, Perry Harovas wrote:

 Sorry if this is a re-post, I got a bounce back message because the jpeg I
 attached was too large.
 Here is a smaller version...


  There are many ways to do this, depends on how you
 start (dynamic created web, modeled web, etc).

  Here is one way, if you model the spider web:


 On Tue, Mar 18, 2014 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote:

 Ok don't laugh, but I just have to ask.
 Is there something like strands in Maya.
 I'm re-doing some of my projects in maya to see just how fucked I am
 right now, and wanted to recreate a spider web I made with ice strands for
 a pitch about a week ago.
 Thanks
 G




  --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/





-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/


Re: OT: MAYA and strands

2014-03-18 Thread Simon Reeves
Ok fair enough ;)



Simon Reeves
London, UK
*si...@simonreeves.com si...@simonreeves.com*
*www.simonreeves.com http://www.simonreeves.com*
*www.analogstudio.co.uk http://www.analogstudio.co.uk*


On 18 March 2014 14:38, Gerbrand Nel nagv...@gmail.com wrote:

  Ok sure I was being dramatic, but that's how I feel on the inside :)
 I've decided to redo projects in my spare time in Maya and Houdini so I
 can make a much more informed decision when the time comes.
 G

 On 2014/03/18 04:14 PM, Simon Reeves wrote:

 How fucked you are *right now*? I don't want to be pedantic, but, why
 would you not contiune to use Softimage right now for a task like that!
 Perhaps what you need is the best ways to export if pipeline dictates a
 change to Maya.



 Simon Reeves
 London, UK
  *si...@simonreeves.com si...@simonreeves.com*
 *www.simonreeves.com http://www.simonreeves.com*
 *www.analogstudio.co.uk http://www.analogstudio.co.uk*


 On 18 March 2014 14:11, Gerbrand Nel nagv...@gmail.com wrote:

 Ok don't laugh, but I just have to ask.
 Is there something like strands in Maya.
 I'm re-doing some of my projects in maya to see just how fucked I am
 right now, and wanted to recreate a spider web I made with ice strands for
 a pitch about a week ago.
 Thanks
 G






RE: shrinking strands

2014-03-06 Thread adrian wyer
thanks rob, i'll save this in case they change their monds...fading off is
going well at the moment

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Rob Chapman
Sent: 05 March 2014 23:13
To: softimage@listproc.autodesk.com
Subject: Re: shrinking strands

 

Adrian , I guess you never had chance to look into the align strand along
velocity node, (because you needed something quick and it does what it says
very well!) . but I see that you are using it in your ICE tree, inside this
compound you will find that the point position is plotted along the velocity
on a virtual trajectory cache of positions and the strand positions are
created and destroyed on the fly along these.

 

this is most likely why the pop from strandposition array stuff was not
going to work. in general it should :)

 

the best / most simple solution would be to use the existing strand growth
compound donated by the clever folk at polynoid, quite a while back
http://monophyl.com/?p=1149 which indeed does resample the entire
strandposition array and then rescales it by a fixed scalar range from 0 - 1
- not something easy or intuitive to do in a hurry if you happen to look
inside their compound. 

 

here I've repackaged it as a strand shrink compound for you so you do not
really need a state machine you just plug this compound in and it shrinks
the overall strand length in relation to the particles height in Y - whilst
also still aligning the strand by velocity which is what I think you were
after!

 

:)

 

 

 

 

 

On 5 March 2014 19:27, Oscar Juarez tridi.animei...@gmail.com wrote:

I guess you could simulate the shrinking with opacity, animate a gradient
mixer mapped to the length of the strand maybe?

 

On Wed, Mar 5, 2014 at 7:02 PM, adrian wyer adrian.w...@fluid-pictures.com
wrote:

bah, don't have the time allocated for this, it's a quick design thing, i
can 'convince' them that its better if the trails fade out rather than
shrink

 

another time perhaps

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert
Boehs
Sent: 05 March 2014 17:25


To: softimage@listproc.autodesk.com
Subject: Re: shrinking strands

 

It really wont Adrian. See, if you would try to simpto rescale a set of
point positions in object space, they would move.

 

What you could do is get the length from each segment and find out where
exactly you want to cut it based on length. Not trivial but I think
Kristinka does it.

 

Or you could scale the whole thing but you would have to scale the point
position array respective to the particle ((point position array - particle
point position)*scale factor + particle point position). Scale factor would
be  = newlength/oldlength.

 

 

First solution might be really what you are going after.


Em quarta-feira, 5 de março de 2014, adrian wyer
adrian.w...@fluid-pictures.com escreveu:





i thought this might work...maybe i'm just not getting it?



a



-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: 05 March 2014 16:39
To: softimage@listproc.autodesk.com
Subject: RE: shrinking strands



StrandLength is just a custom attribute that gets set by some of the stand
compounds as a convenience, e.g., if you want to use it to drive something
else. It doesn't actually control the strand length, it's just the sum of
deltas in the StrandPosition array.



If you want to make the strand shrink, you can remove the last item from the
StrandPostion array instead.



gray



From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer

Sent: Wednesday, March 05, 2014 11:29 AM

To: softimage@listproc.autodesk.com

Subject: shrinking strands



quick question (work goes on even after yesterday)



i have a particle system firing points that have strands trailing after
them, they stick to a surface on collision



i have a state machine which, for starters, won't let me use IsStuck as a
trigger, i can work around this, but it's bloody annoying



the problem is that once the particle enters state 1, IE is stuck on the
floor, i want the strand trail to shrink over time



i have tried starting a timer on enter state 1, then grabbing values from
the timer and subtracting them from .strandlength, but it only shrinks on
the first frame, even though this is plugged into execute on every frame



i can post a scene i f someone fancies having a look, or if anyone knows how
to plot rocket trajectories and have them fade on impact, i'm all ears!



thanks





Adrian Wyer

Fluid Pictures

75-77 Margaret St.

London

W1W 8SY

++44(0) 207 580 0829 tel:%2B%2B44%280%29%20207%20580%200829 



adrian.w...@fluid-pictures.comblocked::blocked::blocked::blocked::mailto:ad
rian.w...@fluid-pictures.com

www.fluid

shrinking strands

2014-03-05 Thread adrian wyer
quick question (work goes on even after yesterday)

 

i have a particle system firing points that have strands trailing after
them, they stick to a surface on collision

 

i have a state machine which, for starters, won't let me use IsStuck as a
trigger, i can work around this, but it's bloody annoying

 

the problem is that once the particle enters state 1, IE is stuck on the
floor, i want the strand trail to shrink over time

 

i have tried starting a timer on enter state 1, then grabbing values from
the timer and subtracting them from .strandlength, but it only shrinks on
the first frame, even though this is plugged into execute on every frame

 

i can post a scene i f someone fancies having a look, or if anyone knows how
to plot rocket trajectories and have them fade on impact, i'm all ears!

 

thanks

 

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



RE: shrinking strands

2014-03-05 Thread Grahame Fuller
StrandLength is just a custom attribute that gets set by some of the stand 
compounds as a convenience, e.g., if you want to use it to drive something 
else. It doesn't actually control the strand length, it's just the sum of 
deltas in the StrandPosition array.

If you want to make the strand shrink, you can remove the last item from the 
StrandPostion array instead.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Wednesday, March 05, 2014 11:29 AM
To: softimage@listproc.autodesk.com
Subject: shrinking strands

quick question (work goes on even after yesterday)

i have a particle system firing points that have strands trailing after them, 
they stick to a surface on collision

i have a state machine which, for starters, won't let me use IsStuck as a 
trigger, i can work around this, but it's bloody annoying

the problem is that once the particle enters state 1, IE is stuck on the floor, 
i want the strand trail to shrink over time

i have tried starting a timer on enter state 1, then grabbing values from the 
timer and subtracting them from .strandlength, but it only shrinks on the first 
frame, even though this is plugged into execute on every frame

i can post a scene i f someone fancies having a look, or if anyone knows how to 
plot rocket trajectories and have them fade on impact, i'm all ears!

thanks


Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY
++44(0) 207 580 0829

adrian.w...@fluid-pictures.comblocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com
www.fluid-pictures.comblocked::blocked::blocked::blocked::http://www.fluid-pictures.com/

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

attachment: winmail.dat

RE: shrinking strands

2014-03-05 Thread adrian wyer


 

i thought this might work...maybe i'm just not getting it?

 

a

 

-Original Message-
From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: 05 March 2014 16:39
To: softimage@listproc.autodesk.com
Subject: RE: shrinking strands

 

StrandLength is just a custom attribute that gets set by some of the stand
compounds as a convenience, e.g., if you want to use it to drive something
else. It doesn't actually control the strand length, it's just the sum of
deltas in the StrandPosition array.

 

If you want to make the strand shrink, you can remove the last item from the
StrandPostion array instead.

 

gray

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer

Sent: Wednesday, March 05, 2014 11:29 AM

To: softimage@listproc.autodesk.com

Subject: shrinking strands

 

quick question (work goes on even after yesterday)

 

i have a particle system firing points that have strands trailing after
them, they stick to a surface on collision

 

i have a state machine which, for starters, won't let me use IsStuck as a
trigger, i can work around this, but it's bloody annoying

 

the problem is that once the particle enters state 1, IE is stuck on the
floor, i want the strand trail to shrink over time

 

i have tried starting a timer on enter state 1, then grabbing values from
the timer and subtracting them from .strandlength, but it only shrinks on
the first frame, even though this is plugged into execute on every frame

 

i can post a scene i f someone fancies having a look, or if anyone knows how
to plot rocket trajectories and have them fade on impact, i'm all ears!

 

thanks

 

 

Adrian Wyer

Fluid Pictures

75-77 Margaret St.

London

W1W 8SY

++44(0) 207 580 0829

 

adrian.w...@fluid-pictures.comblocked::blocked::blocked::blocked::mailto:ad
rian.w...@fluid-pictures.com

www.fluid-pictures.comblocked::blocked::blocked::blocked::http://www.fluid-
pictures.com/

 

Fluid Pictures Limited is registered in England and Wales.

Company number:5657815

VAT number: 872 6893 71

 

attachment: winmail.dat

Re: shrinking strands

2014-03-05 Thread Peter Agg
Another way would be to get the StrandPostion, subtract the PointPosition
(or the first value of the StrandPosition array), Multiply By Scalar by
some factor less than zero, add back on the Point Position, then set as the
StrandPosition again..


On 5 March 2014 17:00, adrian wyer adrian.w...@fluid-pictures.com wrote:





 i thought this might work...maybe i'm just not getting it?



 a



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame
 Fuller
 Sent: 05 March 2014 16:39
 To: softimage@listproc.autodesk.com
 Subject: RE: shrinking strands



 StrandLength is just a custom attribute that gets set by some of the stand
 compounds as a convenience, e.g., if you want to use it to drive something
 else. It doesn't actually control the strand length, it's just the sum of
 deltas in the StrandPosition array.



 If you want to make the strand shrink, you can remove the last item from
 the
 StrandPostion array instead.



 gray



 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer

 Sent: Wednesday, March 05, 2014 11:29 AM

 To: softimage@listproc.autodesk.com

 Subject: shrinking strands



 quick question (work goes on even after yesterday)



 i have a particle system firing points that have strands trailing after
 them, they stick to a surface on collision



 i have a state machine which, for starters, won't let me use IsStuck as a
 trigger, i can work around this, but it's bloody annoying



 the problem is that once the particle enters state 1, IE is stuck on the
 floor, i want the strand trail to shrink over time



 i have tried starting a timer on enter state 1, then grabbing values from
 the timer and subtracting them from .strandlength, but it only shrinks on
 the first frame, even though this is plugged into execute on every frame



 i can post a scene i f someone fancies having a look, or if anyone knows
 how
 to plot rocket trajectories and have them fade on impact, i'm all ears!



 thanks





 Adrian Wyer

 Fluid Pictures

 75-77 Margaret St.

 London

 W1W 8SY

 ++44(0) 207 580 0829



 adrian.w...@fluid-pictures.comblocked::blocked::blocked::blocked::mailto:
 ad
 rian.w...@fluid-pictures.com

 www.fluid-pictures.comblocked::blocked::blocked::blocked::
 http://www.fluid-
 pictures.com/



 Fluid Pictures Limited is registered in England and Wales.

 Company number:5657815

 VAT number: 872 6893 71






RE: shrinking strands

2014-03-05 Thread Grahame Fuller
I would have used Pop from Array but Resize should work too. Is there something 
else in the tree that's creating strands at a default length every frame?

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: Wednesday, March 05, 2014 12:05 PM
To: softimage@listproc.autodesk.com
Subject: Re: shrinking strands

Another way would be to get the StrandPostion, subtract the PointPosition (or 
the first value of the StrandPosition array), Multiply By Scalar by some factor 
less than zero, add back on the Point Position, then set as the StrandPosition 
again..

On 5 March 2014 17:00, adrian wyer 
adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com wrote:




i thought this might work...maybe i'm just not getting it?



a



-Original Message-
From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Grahame Fuller
Sent: 05 March 2014 16:39
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: shrinking strands



StrandLength is just a custom attribute that gets set by some of the stand
compounds as a convenience, e.g., if you want to use it to drive something
else. It doesn't actually control the strand length, it's just the sum of
deltas in the StrandPosition array.



If you want to make the strand shrink, you can remove the last item from the
StrandPostion array instead.



gray



From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of adrian wyer

Sent: Wednesday, March 05, 2014 11:29 AM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: shrinking strands



quick question (work goes on even after yesterday)



i have a particle system firing points that have strands trailing after
them, they stick to a surface on collision



i have a state machine which, for starters, won't let me use IsStuck as a
trigger, i can work around this, but it's bloody annoying



the problem is that once the particle enters state 1, IE is stuck on the
floor, i want the strand trail to shrink over time



i have tried starting a timer on enter state 1, then grabbing values from
the timer and subtracting them from .strandlength, but it only shrinks on
the first frame, even though this is plugged into execute on every frame



i can post a scene i f someone fancies having a look, or if anyone knows how
to plot rocket trajectories and have them fade on impact, i'm all ears!



thanks





Adrian Wyer

Fluid Pictures

75-77 Margaret St.

London

W1W 8SY

++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829



adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.comblocked::blocked::blocked::blocked::mailto:admailto:ad
rian.w...@fluid-pictures.commailto:rian.w...@fluid-pictures.com

www.fluid-pictures.comhttp://www.fluid-pictures.comblocked::blocked::blocked::blocked::http://www.fluid-
pictures.com/http://pictures.com/



Fluid Pictures Limited is registered in England and Wales.

Company number:5657815

VAT number: 872 6893 71



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Re: shrinking strands

2014-03-05 Thread Peter Agg
Well, if you put 0.5 in the multiply node then every frame the strand will
(or should!) half in size, which will probably be way too quick. So give
something like 0.9 a try.


On 5 March 2014 17:19, Grahame Fuller grahame.ful...@autodesk.com wrote:

 I would have used Pop from Array but Resize should work too. Is there
 something else in the tree that's creating strands at a default length
 every frame?

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
 Sent: Wednesday, March 05, 2014 12:05 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: shrinking strands

 Another way would be to get the StrandPostion, subtract the PointPosition
 (or the first value of the StrandPosition array), Multiply By Scalar by
 some factor less than zero, add back on the Point Position, then set as the
 StrandPosition again..

 On 5 March 2014 17:00, adrian wyer adrian.w...@fluid-pictures.commailto:
 adrian.w...@fluid-pictures.com wrote:




 i thought this might work...maybe i'm just not getting it?



 a



 -Original Message-
 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
 Sent: 05 March 2014 16:39
 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 
 Subject: RE: shrinking strands



 StrandLength is just a custom attribute that gets set by some of the stand
 compounds as a convenience, e.g., if you want to use it to drive something
 else. It doesn't actually control the strand length, it's just the sum of
 deltas in the StrandPosition array.



 If you want to make the strand shrink, you can remove the last item from
 the
 StrandPostion array instead.



 gray



 From: softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.commailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer

 Sent: Wednesday, March 05, 2014 11:29 AM

 To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
 

 Subject: shrinking strands



 quick question (work goes on even after yesterday)



 i have a particle system firing points that have strands trailing after
 them, they stick to a surface on collision



 i have a state machine which, for starters, won't let me use IsStuck as a
 trigger, i can work around this, but it's bloody annoying



 the problem is that once the particle enters state 1, IE is stuck on the
 floor, i want the strand trail to shrink over time



 i have tried starting a timer on enter state 1, then grabbing values from
 the timer and subtracting them from .strandlength, but it only shrinks on
 the first frame, even though this is plugged into execute on every frame



 i can post a scene i f someone fancies having a look, or if anyone knows
 how
 to plot rocket trajectories and have them fade on impact, i'm all ears!



 thanks





 Adrian Wyer

 Fluid Pictures

 75-77 Margaret St.

 London

 W1W 8SY

 ++44(0) 207 580 0829tel:%2B%2B44%280%29%20207%20580%200829



 adrian.w...@fluid-pictures.commailto:adrian.w...@fluid-pictures.com
 blocked::blocked::blocked::blocked::mailto:admailto:ad
 rian.w...@fluid-pictures.commailto:rian.w...@fluid-pictures.com

 www.fluid-pictures.comhttp://www.fluid-pictures.com
 blocked::blocked::blocked::blocked::http://www.fluid-
 pictures.com/http://pictures.com/



 Fluid Pictures Limited is registered in England and Wales.

 Company number:5657815

 VAT number: 872 6893 71






Re: shrinking strands

2014-03-05 Thread Gustavo Eggert Boehs
It really wont Adrian. See, if you would try to simpto rescale a set of
point positions in object space, they would move.

What you could do is get the length from each segment and find out where
exactly you want to cut it based on length. Not trivial but I think
Kristinka does it.

Or you could scale the whole thing but you would have to scale the point
position array respective to the particle ((point position array -
particle point position)*scale factor + particle point position). Scale
factor would be  = newlength/oldlength.


First solution might be really what you are going after.

Em quarta-feira, 5 de março de 2014, adrian wyer 
adrian.w...@fluid-pictures.com escreveu:





 i thought this might work...maybe i'm just not getting it?



 a



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com javascript:;
 [mailto:softimage-boun...@listproc.autodesk.com javascript:;] On Behalf
 Of Grahame Fuller
 Sent: 05 March 2014 16:39
 To: softimage@listproc.autodesk.com javascript:;
 Subject: RE: shrinking strands



 StrandLength is just a custom attribute that gets set by some of the stand
 compounds as a convenience, e.g., if you want to use it to drive something
 else. It doesn't actually control the strand length, it's just the sum of
 deltas in the StrandPosition array.



 If you want to make the strand shrink, you can remove the last item from
 the
 StrandPostion array instead.



 gray



 From: softimage-boun...@listproc.autodesk.com javascript:;
 [mailto:softimage-boun...@listproc.autodesk.com javascript:;] On Behalf
 Of adrian wyer

 Sent: Wednesday, March 05, 2014 11:29 AM

 To: softimage@listproc.autodesk.com javascript:;

 Subject: shrinking strands



 quick question (work goes on even after yesterday)



 i have a particle system firing points that have strands trailing after
 them, they stick to a surface on collision



 i have a state machine which, for starters, won't let me use IsStuck as a
 trigger, i can work around this, but it's bloody annoying



 the problem is that once the particle enters state 1, IE is stuck on the
 floor, i want the strand trail to shrink over time



 i have tried starting a timer on enter state 1, then grabbing values from
 the timer and subtracting them from .strandlength, but it only shrinks on
 the first frame, even though this is plugged into execute on every frame



 i can post a scene i f someone fancies having a look, or if anyone knows
 how
 to plot rocket trajectories and have them fade on impact, i'm all ears!



 thanks





 Adrian Wyer

 Fluid Pictures

 75-77 Margaret St.

 London

 W1W 8SY

 ++44(0) 207 580 0829



 adrian.w...@fluid-pictures.com javascript:;
 blocked::blocked::blocked::blocked::mailto:ad javascript:;
 rian.w...@fluid-pictures.com javascript:;

 www.fluid-pictures.comblocked::blocked::blocked::blocked::
 http://www.fluid-
 pictures.com/



 Fluid Pictures Limited is registered in England and Wales.

 Company number:5657815

 VAT number: 872 6893 71





-- 
Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/


RE: shrinking strands

2014-03-05 Thread adrian wyer
bah, don't have the time allocated for this, it's a quick design thing, i
can 'convince' them that its better if the trails fade out rather than
shrink

 

another time perhaps

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Gustavo Eggert
Boehs
Sent: 05 March 2014 17:25
To: softimage@listproc.autodesk.com
Subject: Re: shrinking strands

 

It really wont Adrian. See, if you would try to simpto rescale a set of
point positions in object space, they would move.

 

What you could do is get the length from each segment and find out where
exactly you want to cut it based on length. Not trivial but I think
Kristinka does it.

 

Or you could scale the whole thing but you would have to scale the point
position array respective to the particle ((point position array - particle
point position)*scale factor + particle point position). Scale factor would
be  = newlength/oldlength.

 

 

First solution might be really what you are going after.


Em quarta-feira, 5 de março de 2014, adrian wyer
adrian.w...@fluid-pictures.com escreveu:





i thought this might work...maybe i'm just not getting it?



a



-Original Message-
From: softimage-boun...@listproc.autodesk.com javascript:; 
[mailto:softimage-boun...@listproc.autodesk.com javascript:; ] On Behalf
Of Grahame Fuller
Sent: 05 March 2014 16:39
To: softimage@listproc.autodesk.com javascript:; 
Subject: RE: shrinking strands



StrandLength is just a custom attribute that gets set by some of the stand
compounds as a convenience, e.g., if you want to use it to drive something
else. It doesn't actually control the strand length, it's just the sum of
deltas in the StrandPosition array.



If you want to make the strand shrink, you can remove the last item from the
StrandPostion array instead.



gray



From: softimage-boun...@listproc.autodesk.com javascript:; 
[mailto:softimage-boun...@listproc.autodesk.com javascript:; ] On Behalf
Of adrian wyer

Sent: Wednesday, March 05, 2014 11:29 AM

To: softimage@listproc.autodesk.com javascript:; 

Subject: shrinking strands



quick question (work goes on even after yesterday)



i have a particle system firing points that have strands trailing after
them, they stick to a surface on collision



i have a state machine which, for starters, won't let me use IsStuck as a
trigger, i can work around this, but it's bloody annoying



the problem is that once the particle enters state 1, IE is stuck on the
floor, i want the strand trail to shrink over time



i have tried starting a timer on enter state 1, then grabbing values from
the timer and subtracting them from .strandlength, but it only shrinks on
the first frame, even though this is plugged into execute on every frame



i can post a scene i f someone fancies having a look, or if anyone knows how
to plot rocket trajectories and have them fade on impact, i'm all ears!



thanks





Adrian Wyer

Fluid Pictures

75-77 Margaret St.

London

W1W 8SY

++44(0) 207 580 0829



adrian.w...@fluid-pictures.com javascript:;
blocked::blocked::blocked::blocked::mailto:ad javascript:; 
rian.w...@fluid-pictures.com javascript:; 

www.fluid-pictures.comblocked::blocked::blocked::blocked::http://www.fluid-
pictures.com/



Fluid Pictures Limited is registered in England and Wales.

Company number:5657815

VAT number: 872 6893 71






-- 

Gustavo E Boehs
Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
http://www.gustavoeb.com.br/ http://www.gustavoeb.com.br/

 



Re: shrinking strands

2014-03-05 Thread Oscar Juarez
I guess you could simulate the shrinking with opacity, animate a gradient
mixer mapped to the length of the strand maybe?


On Wed, Mar 5, 2014 at 7:02 PM, adrian wyer
adrian.w...@fluid-pictures.comwrote:

   bah, don't have the time allocated for this, it's a quick design
 thing, i can 'convince' them that its better if the trails fade out rather
 than shrink



 another time perhaps



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Gustavo Eggert
 Boehs
 *Sent:* 05 March 2014 17:25

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: shrinking strands



 It really wont Adrian. See, if you would try to simpto rescale a set of
 point positions in object space, they would move.



 What you could do is get the length from each segment and find out where
 exactly you want to cut it based on length. Not trivial but I think
 Kristinka does it.



 Or you could scale the whole thing but you would have to scale the point
 position array respective to the particle ((point position array -
 particle point position)*scale factor + particle point position). Scale
 factor would be  = newlength/oldlength.





 First solution might be really what you are going after.


 Em quarta-feira, 5 de março de 2014, adrian wyer 
 adrian.w...@fluid-pictures.com escreveu:





 i thought this might work...maybe i'm just not getting it?



 a



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame
 Fuller
 Sent: 05 March 2014 16:39
 To: softimage@listproc.autodesk.com
 Subject: RE: shrinking strands



 StrandLength is just a custom attribute that gets set by some of the stand
 compounds as a convenience, e.g., if you want to use it to drive something
 else. It doesn't actually control the strand length, it's just the sum of
 deltas in the StrandPosition array.



 If you want to make the strand shrink, you can remove the last item from
 the
 StrandPostion array instead.



 gray



 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer

 Sent: Wednesday, March 05, 2014 11:29 AM

 To: softimage@listproc.autodesk.com

 Subject: shrinking strands



 quick question (work goes on even after yesterday)



 i have a particle system firing points that have strands trailing after
 them, they stick to a surface on collision



 i have a state machine which, for starters, won't let me use IsStuck as a
 trigger, i can work around this, but it's bloody annoying



 the problem is that once the particle enters state 1, IE is stuck on the
 floor, i want the strand trail to shrink over time



 i have tried starting a timer on enter state 1, then grabbing values from
 the timer and subtracting them from .strandlength, but it only shrinks on
 the first frame, even though this is plugged into execute on every frame



 i can post a scene i f someone fancies having a look, or if anyone knows
 how
 to plot rocket trajectories and have them fade on impact, i'm all ears!



 thanks





 Adrian Wyer

 Fluid Pictures

 75-77 Margaret St.

 London

 W1W 8SY

 ++44(0) 207 580 0829



 adrian.w...@fluid-pictures.comblocked::blocked::blocked::blocked::mailto:
 ad
 rian.w...@fluid-pictures.com

 www.fluid-pictures.comblocked::blocked::blocked::blocked::
 http://www.fluid-
 pictures.com/



 Fluid Pictures Limited is registered in England and Wales.

 Company number:5657815

 VAT number: 872 6893 71




 --

 Gustavo E Boehs
 Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
 http://www.gustavoeb.com.br/





Re: shrinking strands

2014-03-05 Thread Rob Chapman
Adrian , I guess you never had chance to look into the align strand along
velocity node, (because you needed something quick and it does what it says
very well!) . but I see that you are using it in your ICE tree, inside this
compound you will find that the point position is plotted along the
velocity on a virtual trajectory cache of positions and the strand
positions are created and destroyed on the fly along these.

this is most likely why the pop from strandposition array stuff was not
going to work. in general it should :)

the best / most simple solution would be to use the existing strand growth
compound donated by the clever folk at polynoid, quite a while back
http://monophyl.com/?p=1149 which indeed does resample the entire
strandposition array and then rescales it by a fixed scalar range from 0 -
1 - not something easy or intuitive to do in a hurry if you happen to look
inside their compound.

here I've repackaged it as a strand shrink compound for you so you do not
really need a state machine you just plug this compound in and it shrinks
the overall strand length in relation to the particles height in Y - whilst
also still aligning the strand by velocity which is what I think you were
after!

:)






On 5 March 2014 19:27, Oscar Juarez tridi.animei...@gmail.com wrote:

 I guess you could simulate the shrinking with opacity, animate a gradient
 mixer mapped to the length of the strand maybe?


 On Wed, Mar 5, 2014 at 7:02 PM, adrian wyer 
 adrian.w...@fluid-pictures.com wrote:

   bah, don't have the time allocated for this, it's a quick design
 thing, i can 'convince' them that its better if the trails fade out rather
 than shrink



 another time perhaps



 a


  --

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Gustavo Eggert
 Boehs
 *Sent:* 05 March 2014 17:25

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: shrinking strands



 It really wont Adrian. See, if you would try to simpto rescale a set of
 point positions in object space, they would move.



 What you could do is get the length from each segment and find out where
 exactly you want to cut it based on length. Not trivial but I think
 Kristinka does it.



 Or you could scale the whole thing but you would have to scale the point
 position array respective to the particle ((point position array -
 particle point position)*scale factor + particle point position). Scale
 factor would be  = newlength/oldlength.





 First solution might be really what you are going after.


 Em quarta-feira, 5 de março de 2014, adrian wyer 
 adrian.w...@fluid-pictures.com escreveu:





 i thought this might work...maybe i'm just not getting it?



 a



 -Original Message-
 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame
 Fuller
 Sent: 05 March 2014 16:39
 To: softimage@listproc.autodesk.com
 Subject: RE: shrinking strands



 StrandLength is just a custom attribute that gets set by some of the stand
 compounds as a convenience, e.g., if you want to use it to drive something
 else. It doesn't actually control the strand length, it's just the sum of
 deltas in the StrandPosition array.



 If you want to make the strand shrink, you can remove the last item from
 the
 StrandPostion array instead.



 gray



 From: softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer

 Sent: Wednesday, March 05, 2014 11:29 AM

 To: softimage@listproc.autodesk.com

 Subject: shrinking strands



 quick question (work goes on even after yesterday)



 i have a particle system firing points that have strands trailing after
 them, they stick to a surface on collision



 i have a state machine which, for starters, won't let me use IsStuck as
 a
 trigger, i can work around this, but it's bloody annoying



 the problem is that once the particle enters state 1, IE is stuck on the
 floor, i want the strand trail to shrink over time



 i have tried starting a timer on enter state 1, then grabbing values from
 the timer and subtracting them from .strandlength, but it only shrinks on
 the first frame, even though this is plugged into execute on every frame



 i can post a scene i f someone fancies having a look, or if anyone knows
 how
 to plot rocket trajectories and have them fade on impact, i'm all ears!



 thanks





 Adrian Wyer

 Fluid Pictures

 75-77 Margaret St.

 London

 W1W 8SY

 ++44(0) 207 580 0829



 adrian.w...@fluid-pictures.com
 blocked::blocked::blocked::blocked::mailto:ad
 rian.w...@fluid-pictures.com

 www.fluid-pictures.comblocked::blocked::blocked::blocked::
 http://www.fluid-
 pictures.com/



 Fluid Pictures Limited is registered in England and Wales.

 Company number:5657815

 VAT number: 872 6893 71




 --

 Gustavo E Boehs
 Dpto. de Expressão Gráfica | Universidade Federal de Santa Catarina |
 http

Using the Cache Manager to cache Strands

2014-01-15 Thread William Morrison
Hey everybody,

I'm trying to cache a strand cloud with the cache manager and I'm having
some trouble.  The cache seems to be writing out file, I can see the file
size is quite large (which is good).  However, when I apply the cache to an
empty cloud, I get nothing in the viewport.  I'm caching
color,pointposition, shape, size, strandposition, strandsize, and ID.

I've gotten it to work with the Cache on file Node, workflow, but because
of the large cache size I'd like to use the cache manager instead.

Any advice on why when I apply the cache to an empty cloud, I see nothing
in the port?

Thanks


Caching Strands?

2013-12-05 Thread Tim Crowson
What attributes do I need to include in my Cache_on_file node to include 
strands and strand color?

--
Signature

*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is 
confidential and should not be used by anyone who is not the original 
intended recipient(s). If you have received this e-mail in error please 
inform the sender and delete it from your mailbox or any other storage 
mechanism. Magnetic Dreams, Inc cannot accept liability for any 
statements made which are clearly the sender's own and not expressly 
made on behalf of Magnetic Dreams, Inc or one of its agents./




Re: Caching Strands?

2013-12-05 Thread Leonard Koch
Hi Tim,

If all the properties you need on the strands is the color then you only
need to cache self.strandposition and self.strandcolor.
If you need the thickness of the strands on a per segment basis you also
need to cache self.strandsize.
If you need the orientation of the strand segments you will also need to
cache self.strandorientation.

Hope it helps.


On Thu, Dec 5, 2013 at 5:19 PM, Tim Crowson
tim.crow...@magneticdreams.comwrote:

  What attributes do I need to include in my Cache_on_file node to include
 strands and strand color?
 --




 *Tim Crowson **Lead CG Artist*


 *Magnetic Dreams, Inc. *2525 Lebanon Pike, Bldg C, Suite 101, Nashville,
 TN 37214
 *Ph*  615.885.6801 | *Fax*  615.889.4768 | www.magneticdreams.com
 tim.crow...@magneticdreams.com

 *Confidentiality Notice: This email, including attachments, is
 confidential and should not be used by anyone who is not the original
 intended recipient(s). If you have received this e-mail in error please
 inform the sender and delete it from your mailbox or any other storage
 mechanism. Magnetic Dreams, Inc cannot accept liability for any statements
 made which are clearly the sender's own and not expressly made on behalf of
 Magnetic Dreams, Inc or one of its agents.*





Re: Caching Strands?

2013-12-05 Thread Tim Crowson

Thanks Leonard! I will try those.
-Tim

On 12/5/2013 3:19 PM, Leonard Koch wrote:

Hi Tim,

If all the properties you need on the strands is the color then you 
only need to cache self.strandposition and self.strandcolor.
If you need the thickness of the strands on a per segment basis you 
also need to cache self.strandsize.
If you need the orientation of the strand segments you will also need 
to cache self.strandorientation.


Hope it helps.


On Thu, Dec 5, 2013 at 5:19 PM, Tim Crowson 
tim.crow...@magneticdreams.com 
mailto:tim.crow...@magneticdreams.com wrote:


What attributes do I need to include in my Cache_on_file node to
include strands and strand color?
-- 


*Tim Crowson
*/Lead CG Artist/

*Magnetic Dreams, Inc.
*2525 Lebanon Pike, Bldg C, Suite 101, Nashville, TN 37214
*Ph* 615.885.6801 tel:615.885.6801 | *Fax* 615.889.4768
tel:615.889.4768 | www.magneticdreams.com
http://www.magneticdreams.com
tim.crow...@magneticdreams.com mailto:tim.crow...@magneticdreams.com

/Confidentiality Notice: This email, including attachments, is
confidential and should not be used by anyone who is not the
original intended recipient(s). If you have received this e-mail
in error please inform the sender and delete it from your mailbox
or any other storage mechanism. Magnetic Dreams, Inc cannot accept
liability for any statements made which are clearly the sender's
own and not expressly made on behalf of Magnetic Dreams, Inc or
one of its agents./




--
Signature


Strands

2013-11-05 Thread royston michaels
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 royston...@gmail.comwrote:

 Hey guys,

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

 Thanks for all/any suggestions.

 R



Re: Strands

2013-11-05 Thread royston michaels
Thanks David

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

 or ;)

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


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

 Hey guys,

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

 Thanks for all/any suggestions.

 R





Re: Strands

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


Ciaran


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

 Rob,

 ** **

 This is definitely the issue I am dealing with.

 ** **

 Thanks!

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

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

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

 ** **

 Hi Joey,


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

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


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

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

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



RE: Strands

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

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


--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

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

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


Ciaran


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

This is definitely the issue I am dealing with.

Thanks!

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

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

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

Hi Joey,


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

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

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

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



Re: Strands

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

99% confident it's not possible.



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

 Ciaran,

 ** **

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

 ** **

 

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

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

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

 ** **

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


 Ciaran

 ** **

 ** **

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

 Rob,

  

 This is definitely the issue I am dealing with.

  

 Thanks!

  

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

  

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


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

  

 Hi Joey,



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

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


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

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

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

 ** **



Re: Strands

2013-08-01 Thread Eugen Sares

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


Am 01.08.2013 17:01, schrieb Alan Fregtman:

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

99% confident it's not possible.



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


Ciaran,

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

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

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


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

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


Ciaran

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

Rob,

This is definitely the issue I am dealing with.

Thanks!

--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

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


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

Hi Joey,



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

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

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


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

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

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






Strands UV generation

2013-08-01 Thread Antonin Messier
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=15t=1456



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

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

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


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



Re: Strands UV generation

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



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

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


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

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

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



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

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

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


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





Re: Strands UV generation

2013-08-01 Thread olivier jeannel

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

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




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





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

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


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


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

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



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

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

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



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







Re: Strands UV generation

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



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

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


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

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

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




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

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



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

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


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

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

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



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

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

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


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







RE: Strands

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

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

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

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

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


Re: Strands

2013-07-31 Thread Stephen Blair

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

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


Andy,

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


--

Joey Ponthieux

LaRC Information Technology Enhanced Services (LITES)

Mymic Technical Services

NASA Langley Research Center

__

Opinions stated here-in are strictly those of the author and do not

represent the opinions of NASA or any other party.

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

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

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






RE: Strands

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

This is definitely the issue I am dealing with.

Thanks!

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

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

Hi Joey,

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

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

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

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


Strands

2013-07-30 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
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] 
j.ponthi...@nasa.govmailto:j.ponthi...@nasa.gov wrote:
Hello,

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


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

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

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

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

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

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

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

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

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




Re: Strands

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


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

 Ben,

 ** **

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

 ** **

 Thanks

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

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

 ** **


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

 ** **

 ** **

 video 8 and 9 is what you want

 ** **

 Thanks

 Ben

 ** **

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

 Hello,

  

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

  

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

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

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

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

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

  

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

  

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

  

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

  

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

  

 ** **



Re: Strands

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


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

 Hello,

 ** **

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

 ** **

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

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

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

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

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

 ** **

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

 ** **

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

 ** **

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

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **




-- 

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

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke

http://www.3danimationmagic.com


RE: Strands

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

Thanks anyway :)

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

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

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

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

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


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

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

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

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

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

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

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

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

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




--

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

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke

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


RE: Strands

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

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

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

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

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

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

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


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

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

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

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

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

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

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

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

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.




--

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

Any sufficiently advanced technology is indistinguishable from magic

 - 
Arthur C. Clarke

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


Re: Strands

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


Re: Deforming instances on strands

2013-07-10 Thread Edy Susanto Lim
Hi, I think StrandDeform is a rendertime effect.
means you'll only see it when you render if your render engine supports it.

no other trick as far as I know if you're restricted to particle instance
and strand.

Cheers,
edy


On Sat, Jun 15, 2013 at 3:51 AM, Antonin Messier antoni...@gmail.comwrote:

 Sorry for interrupting your Friday beer, folks, but aZZZny other trick to
 deforming instances on strands than using instance shape and setting the
 StrandDeform property to True? All the doc seems to say it's that simple,
 but no matter what I try, my instances stay attached to my particles rather
 than deforming on my strands.

 (Example with a sample scene attached.)




-- 
Edy Susanto Lim
TD
http://sawamura.neorack.com


Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Ben Houston
Hi,

While developing Alembic for Softimage, we've come across what appears
to be a serious issue with stands in Softimage 2014 SP1.  When we try
to export strands, we are finding that in 2014 SP1 the data is
actually incorrect.  It seems like the first value of the strand is
replicates for the other stand nodes.  This is when using the C++ API
to read the 2D array of values for the stands.

Was there an API change or is this a real bug?  It seems like a bug
given that this exact code works for other versions of Softimage.

If it is a bug, is there a workaround?

-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.


Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Stephen Blair
Hi

You mean it works for you in 2014 but not 2014 SP1 ?

We something like that when we ran a plugin compiled against the 2013 SDK
in Softimage 2014.
After we recompiling against the 2014 SDK, the problem went away.


On Thu, Jun 27, 2013 at 2:51 PM, Ben Houston b...@exocortex.com wrote:

 Hi,

 While developing Alembic for Softimage, we've come across what appears
 to be a serious issue with stands in Softimage 2014 SP1.  When we try
 to export strands, we are finding that in 2014 SP1 the data is
 actually incorrect.  It seems like the first value of the strand is
 replicates for the other stand nodes.  This is when using the C++ API
 to read the 2D array of values for the stands.

 Was there an API change or is this a real bug?  It seems like a bug
 given that this exact code works for other versions of Softimage.

 If it is a bug, is there a workaround?

 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Exocortex.com - Passionate CG Software Professionals.



RE: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Luc Girard
Yes, there has been a SDK change in 2014 regarding strands and point cloud
in general.

 

I don't know if it's intentional or not but we first noticed the issue when
exporting time with arnold went through the roof with strands and 2014. The
good guys at SitoA looked into it and the were able to change their plugin
so the export time went from bad to ok. They were helped by Ho Chung Nguyen
of AD. We are still waiting on confirmation that the problem will be solved
on the SDK side.

 

cheers !

 

 

Luc Girard // SHED
artiste 3D

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

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Stephen Blair
Sent: June-27-13 2:56 PM
To: Ben Houston; softimage@listproc.autodesk.com
Subject: Re: Accessing Strands in Softimage 2014 SP is broken? Is there a
workaround?

 

Hi

 

You mean it works for you in 2014 but not 2014 SP1 ?

 

We something like that when we ran a plugin compiled against the 2013 SDK in
Softimage 2014.

After we recompiling against the 2014 SDK, the problem went away.

 

On Thu, Jun 27, 2013 at 2:51 PM, Ben Houston b...@exocortex.com wrote:

Hi,

While developing Alembic for Softimage, we've come across what appears
to be a serious issue with stands in Softimage 2014 SP1.  When we try
to export strands, we are finding that in 2014 SP1 the data is
actually incorrect.  It seems like the first value of the strand is
replicates for the other stand nodes.  This is when using the C++ API
to read the 2D array of values for the stands.

Was there an API change or is this a real bug?  It seems like a bug
given that this exact code works for other versions of Softimage.

If it is a bug, is there a workaround?

--
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.

 



Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Stephen Blair
That's a slowdown in attribute access in Softimage 2014 when you access ICE
attributes array with the [] operator . You still get the correct data, but
it takes longer.


On Thu, Jun 27, 2013 at 3:54 PM, Luc Girard l...@shedmtl.com wrote:

 Yes, there has been a SDK change in 2014 regarding strands and point cloud
 in general.

 ** **

 I don't know if it's intentional or not but we first noticed the issue
 when exporting time with arnold went through the roof with strands and
 2014. The good guys at SitoA looked into it and the were able to change
 their plugin so the export time went from bad to ok. They were helped by Ho
 Chung Nguyen of AD. We are still waiting on confirmation that the problem
 will be solved on the SDK side.

 ** **

 cheers !

 ** **

 ** **

 *Luc Girard // SHED*
 artiste 3D

 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephen Blair
 *Sent:* June-27-13 2:56 PM
 *To:* Ben Houston; softimage@listproc.autodesk.com
 *Subject:* Re: Accessing Strands in Softimage 2014 SP is broken? Is there
 a workaround?

 ** **

 Hi

 ** **

 You mean it works for you in 2014 but not 2014 SP1 ?

 ** **

 We something like that when we ran a plugin compiled against the 2013 SDK
 in Softimage 2014.

 After we recompiling against the 2014 SDK, the problem went away.

 ** **

 On Thu, Jun 27, 2013 at 2:51 PM, Ben Houston b...@exocortex.com wrote:***
 *

 Hi,

 While developing Alembic for Softimage, we've come across what appears
 to be a serious issue with stands in Softimage 2014 SP1.  When we try
 to export strands, we are finding that in 2014 SP1 the data is
 actually incorrect.  It seems like the first value of the strand is
 replicates for the other stand nodes.  This is when using the C++ API
 to read the 2D array of values for the stands.

 Was there an API change or is this a real bug?  It seems like a bug
 given that this exact code works for other versions of Softimage.

 If it is a bug, is there a workaround?

 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Exocortex.com - Passionate CG Software Professionals.

 ** **



Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Steven Caron
well is it a slowdown or another bug where the data is actually incorrect?
have we confirmed either or?


On Thu, Jun 27, 2013 at 1:02 PM, Stephen Blair stephenrbl...@gmail.comwrote:

 You still get the correct data, but it takes longer.



Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Stephen Blair
I don't see any bad strand data coming out of Softimage 2014 SP1 with
SItoA, and I haven't seen any reports from customers about bad data or any
SItoA tickets about bad strand data.
I'm not saying there isn't a bug I don't know about, just that the one I
know about is about a slowdown.


On Thu, Jun 27, 2013 at 5:11 PM, Steven Caron car...@gmail.com wrote:

 well is it a slowdown or another bug where the data is actually incorrect?
 have we confirmed either or?


 On Thu, Jun 27, 2013 at 1:02 PM, Stephen Blair stephenrbl...@gmail.comwrote:

 You still get the correct data, but it takes longer.




Re: Accessing Strands in Softimage 2014 SP is broken? Is there a workaround?

2013-06-27 Thread Luc Girard
Yes, I was talking about the slowdown. I Just thought it my be related somehow. 
I didn't mean to mislead.

Cheers !

Luc

On 2013-06-27, at 18:19, Stephen Blair stephenrbl...@gmail.com wrote:

 I don't see any bad strand data coming out of Softimage 2014 SP1 with SItoA, 
 and I haven't seen any reports from customers about bad data or any SItoA 
 tickets about bad strand data.
 I'm not saying there isn't a bug I don't know about, just that the one I know 
 about is about a slowdown.
 
 
 On Thu, Jun 27, 2013 at 5:11 PM, Steven Caron car...@gmail.com wrote:
 well is it a slowdown or another bug where the data is actually incorrect? 
 have we confirmed either or?
 
 
 On Thu, Jun 27, 2013 at 1:02 PM, Stephen Blair stephenrbl...@gmail.com 
 wrote:
 You still get the correct data, but it takes longer.
 


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