Re: strands generated on points
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 > > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: strands generated on points
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 > > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: strands generated on points
Wow, been a while for me but... Don't use Emit On Surface and instead bring in the mesh, plug it into a get data (set to point position) then plug that into an Add Point node. That's bare bones so you'll need to init some variables for simulation... Ie. Mass, size, shape, etc *written with my thumbs On Fri, Sep 6, 2019, 8:29 AM Kris Rivel wrote: > Trying to make a long exposure effect of a stick of LEDs twirling around. > Have a nice animated grid of strands flying around and it looks great. > Problem is the particles generating the strands are just emitting on a grid > and stick to their emit location so they're not lined up nicely on the > emitter. They're just spread around randomly. Hoping I can keep this but > only generate one particle per point...but keep the "simulation" working so > I can turbulize it etc. and keep my generate strand trails which only seems > to work on simulated particles, not a simple "add point" on empty cloud > setup. Any ideas? > > Kris > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > with "unsubscribe" in the subject, and reply to confirm. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: strands generated on points
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 > -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
strands generated on points
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.
Re: [Houdini] Working with strands the Softimage way
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 -- 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. -- 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
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. > -- 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
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 -- 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
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 Nicholaswrote: > > 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
> 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 -- 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
> > 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
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
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
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
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
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
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
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 -- 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. -- 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
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
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.
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 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
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
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. > > > > -- > 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
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. -- 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
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> -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
[Houdini] Working with strands the Softimage way
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.
Re: ICE strands generation for Conifers
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. > > > > > > -- > 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: ICE strands generation for Conifers
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. -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
RE: ICE strands generation for Conifers
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.
RE: ICE strands generation for Conifers
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 -- 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.
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.
Deform by strands ?
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 ?
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 ?
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?
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?
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?
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?
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?
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?
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?
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?
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?
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?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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 attachment: winmail.dat
Re: shrinking strands
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
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
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
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
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
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?
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?
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?
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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?
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?
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?
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?
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?
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?
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?
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.