Re: Test 2

2014-06-19 Thread Oscar Juarez
Apparently the yahoo mails are the ones affected, David Riviera mail is
also from Yahoo.


On Thu, Jun 19, 2014 at 4:53 PM, Mirko Jankovic 
wrote:

> yep stil in spam
>
>
> On Thu, Jun 19, 2014 at 4:51 PM, Adam Seeley 
> wrote:
>
>>
>> Still Spammy?
>>
>> Adam.
>> _
>>
>> Yoyo Digital Ltd.
>> *UK +44 (0) *7956 976 245
>> http://www.linkedin.com/in/adamseeleyuk
>> https://vimeo.com/adamseeley
>>
>>
>


Re: Test 2

2014-06-19 Thread Mirko Jankovic
yep stil in spam


On Thu, Jun 19, 2014 at 4:51 PM, Adam Seeley  wrote:

>
> Still Spammy?
>
> Adam.
> _
>
> Yoyo Digital Ltd.
> *UK +44 (0) *7956 976 245
> http://www.linkedin.com/in/adamseeleyuk
> https://vimeo.com/adamseeley
>
>


Test 2

2014-06-19 Thread Adam Seeley


Still Spammy?

 
Adam.

_

Yoyo Digital Ltd.
UK +44 (0) 7956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley

Re: test

2014-06-18 Thread Adam Seeley
Maybe it's Yahoo Mail... apparently causes problems sometimes.


Adam.

 
_

Yoyo Digital Ltd.
UK +44 (0) 7956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley




>
> From: pedro santos 
>To: Softimage Mailing List  
>Sent: Wednesday, 18 June 2014, 16:36
>Subject: Re: test
> 
>
>
>Adam
>Also your "mesh paint draft question" mail also filed as spam.
>
>Cheers
>
>
>
>

Re: test

2014-06-18 Thread pedro santos
Adam
Also your "mesh paint draft question" mail also filed as spam.

Cheers


Re: test

2014-06-18 Thread Adam Seeley
poop.

http://www.youtube.com/watch?v=anwy2MPT5RE&feature=kp

A.

 
_

Yoyo Digital Ltd.
UK +44 (0) 7956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley




>
> From: Cristobal Infante 
>To: "softimage@listproc.autodesk.com"  
>Sent: Wednesday, 18 June 2014, 16:16
>Subject: Re: test
> 
>
>
>yep you've gone SPAM
>
>
>
>On 18 June 2014 15:53, Oscar Juarez  wrote:
>
>Adam, your mail was marked as spam by gmail for some reason
>>
>>
>>
>>On Wed, Jun 18, 2014 at 4:30 PM, Eric Mootz  wrote:
>>
>>yep
>>>
>>
>
>
>

Re: test

2014-06-18 Thread Cristobal Infante
yep you've gone SPAM


On 18 June 2014 15:53, Oscar Juarez  wrote:

> Adam, your mail was marked as spam by gmail for some reason
>
>
> On Wed, Jun 18, 2014 at 4:30 PM, Eric Mootz  wrote:
>
>> yep
>>
>
>


Re: test

2014-06-18 Thread Adam Seeley
Ah, might explain why I'm not seeing my own posts this end.
Thanks for the heads up guys.

Adam.

 
_

Yoyo Digital Ltd.
UK +44 (0) 7956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley




>
> From: Oscar Juarez 
>To: "softimage@listproc.autodesk.com"  
>Sent: Wednesday, 18 June 2014, 15:53
>Subject: Re: test
> 
>
>
>Adam, your mail was marked as spam by gmail for some reason
>
>
>
>
>
>
>On Wed, Jun 18, 2014 at 4:30 PM, Eric Mootz  wrote:
>
>yep
>>
>
>
>

Re: test

2014-06-18 Thread Oscar Juarez
Adam, your mail was marked as spam by gmail for some reason


On Wed, Jun 18, 2014 at 4:30 PM, Eric Mootz  wrote:

> yep
>


Re: test

2014-06-18 Thread Eric Mootz

yep


test

2014-06-18 Thread Adam Seeley


 !


_

Yoyo Digital Ltd.
UK +44 (0) 7956 976 245
http://www.linkedin.com/in/adamseeleyuk
https://vimeo.com/adamseeley

Re: test

2014-04-09 Thread Ognjen Vukovic
Test successful.


On Wed, Apr 9, 2014 at 12:52 PM, Francisco Criado wrote:

>


Re: test

2014-04-09 Thread Sebastien Sterling
Yo !


On 9 April 2014 11:52, Francisco Criado  wrote:

>


test

2014-04-09 Thread Francisco Criado



Re: test

2014-02-16 Thread Luc-Eric Rousseau
what do you mean subscribed twice?  send me your two email addresses
if that's the problem.  I had just unsubscribed you from  contact@
since you've been trying twice to do that.  It's not possible to be
subscribed twice with the same address

On Sun, Feb 16, 2014 at 6:55 PM, Mario Reitbauer
 wrote:
> still recieving it twice...
> damn
>
>
> On Mon, 17 Feb 2014 03:53:49 +0400, Nika Ragua 
> wrote:
>>
>> test received )) yo
>>
>> 2014-02-17 3:49 GMT+04:00 Mario Reitbauer :
>>
>>  sry, short test if im still subscribed twice
>>
>>
>>
>> Links:
>> --
>> [1] mailto:cont...@marioreitbauer.at
>
>


Re: test

2014-02-16 Thread Mario Reitbauer

still recieving it twice...
damn

On Mon, 17 Feb 2014 03:53:49 +0400, Nika Ragua  
wrote:

test received )) yo

2014-02-17 3:49 GMT+04:00 Mario Reitbauer :
 sry, short test if im still subscribed twice



Links:
--
[1] mailto:cont...@marioreitbauer.at




Re: test

2014-02-16 Thread Nika Ragua
test received )) yo


2014-02-17 3:49 GMT+04:00 Mario Reitbauer :

> sry, short test if im still subscribed twice
>


Re: test

2014-02-16 Thread Mario Reitbauer

.

On Mon, 17 Feb 2014 00:49:57 +0100, Mario Reitbauer 
 wrote:

sry, short test if im still subscribed twice




test

2014-02-16 Thread Mario Reitbauer

sry, short test if im still subscribed twice


test

2013-10-22 Thread royston michaels
sorry for the noise...checking to see if mail
getting to the list.


Re: test

2013-10-08 Thread Emilio Hernandez
test recieved




2013/10/8 Daniel Kim 

> test
>
>
> --
> To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject
> "unsubscribe" and reply to the confirmation email.
>
--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
"unsubscribe" and reply to the confirmation email.

test

2013-10-08 Thread Daniel Kim
test
--
To unsubscribe: mail softimage-requ...@listproc.autodesk.com with subject 
"unsubscribe" and reply to the confirmation email.

Re: test

2013-08-12 Thread Gerbrand Nel

you fail
On 2013/08/12 04:56 PM, Alan Fregtman wrote:

Oh no, a surprise test?! But I didn't study! No fair...


On Mon, Aug 12, 2013 at 10:52 AM, Gerbrand Nel <mailto:nagv...@gmail.com>> wrote:


testing






Re: test

2013-08-12 Thread Alan Fregtman
Oh no, a surprise test?! But I didn't study! No fair...


On Mon, Aug 12, 2013 at 10:52 AM, Gerbrand Nel  wrote:

> testing
>


test

2013-08-12 Thread Gerbrand Nel

testing


Re: blend of speed using test inside null

2013-07-18 Thread Cristobal Infante
glad you got it working!

States are handy to keep your ice tree optimized, and will make it much
easier to debug in the future.
It will obviously depends how much you are going to build on top, if it's a
simple tree then your are done.

When emitting a LOT of particles it is sensible to create also state where
you send particle to die, sounds harsh I know  ;)


On 18 July 2013 09:45, Jonny Grew  wrote:

> No need for states or linear interpolate - just used age percentage
> through an fcurve node to drive the new speed directly - if only the fcurve
> editor for these parameters was nicer to use!
>
>
>
> *-- *
> *Jonny Grew Ltd *
> *www.Jonnygrew.com*
> *http://vimeo.com/jonnygrew/showreel2013*
> *07855 212722*
>
> Jonny Grew Limited is registered in **England** and Wales.
> Company number:07735521
> VAT number: 122713057
>
>
>  This email and any attachments to it may be confidential and are
> intended solely for the use of the individual to whom it is addressed. Any
> views or opinions expressed are solely those of the author and do not
> necessarily represent those of Jonny Grew Ltd.
>
> If you are not the intended recipient of this email, you must neither take
> any action based upon its contents, nor copy or show it to anyone.
>
> Please contact the sender if you believe you have received this email in
> error.
>
> *
> *
>
>
> On 17 July 2013 17:42, Jonny Grew  wrote:
>
>> Safe. Cheers Cristo. Was looking at linear interpolate but didn't even
>> think about states. Will give it a go.
>>
>> Fancy a lemonade tomorrow lunch? Coach & horses, gt Marlborough.
>>
>> Jonny Grew Ltd
>> www.Jonnygrew.com
>> 07855 212722
>>
>> Jonny Grew Limited is registered in England and Wales.
>> Company number:07735521
>> VAT number: 122713057
>>  On Jul 17, 2013 5:32 PM, "Cristobal Infante"  wrote:
>>
>>> Hi Jonny,
>>>
>>> What you probably want to do is use states, so trigger state 1 if
>>> particle is inside the null.
>>>
>>> Then, on state 1 you could use a Linear interpolate using the particle
>>> age or age percentage.
>>>
>>> Safe?
>>>
>>> C
>>>
>>>
>>> On 17 July 2013 17:13, Jonny Grew  wrote:
>>>
 Hello!

 I'm trying to control a blend of speed when using flow along curve.
  I'm using the 'set new speed' and then testing inside null to alter the
 speed of the particles - but is there a way of having the speed animate
 between the two speeds rather than being a black and white 'if' but rather
 blend between the two over a specified distance or number of frames?

 Was looking at using the blend node with weights along the curve but
 I'm unsure as to how I can get the data out to use in the way that I want
 to.

 Any advise much appreciated
 Yours ignorantly
  Jonny
 *
 *

>>>
>>>
>


Re: blend of speed using test inside null

2013-07-18 Thread Jonny Grew
No need for states or linear interpolate - just used age percentage through
an fcurve node to drive the new speed directly - if only the fcurve editor
for these parameters was nicer to use!



*-- *
*Jonny Grew Ltd *
*www.Jonnygrew.com*
*http://vimeo.com/jonnygrew/showreel2013*
*07855 212722*

Jonny Grew Limited is registered in **England** and Wales.
Company number:07735521
VAT number: 122713057


This email and any attachments to it may be confidential and are intended
solely for the use of the individual to whom it is addressed. Any views or
opinions expressed are solely those of the author and do not necessarily
represent those of Jonny Grew Ltd.

If you are not the intended recipient of this email, you must neither take
any action based upon its contents, nor copy or show it to anyone.

Please contact the sender if you believe you have received this email in
error.

*
*


On 17 July 2013 17:42, Jonny Grew  wrote:

> Safe. Cheers Cristo. Was looking at linear interpolate but didn't even
> think about states. Will give it a go.
>
> Fancy a lemonade tomorrow lunch? Coach & horses, gt Marlborough.
>
> Jonny Grew Ltd
> www.Jonnygrew.com
> 07855 212722
>
> Jonny Grew Limited is registered in England and Wales.
> Company number:07735521
> VAT number: 122713057
>  On Jul 17, 2013 5:32 PM, "Cristobal Infante"  wrote:
>
>> Hi Jonny,
>>
>> What you probably want to do is use states, so trigger state 1 if
>> particle is inside the null.
>>
>> Then, on state 1 you could use a Linear interpolate using the particle
>> age or age percentage.
>>
>> Safe?
>>
>> C
>>
>>
>> On 17 July 2013 17:13, Jonny Grew  wrote:
>>
>>> Hello!
>>>
>>> I'm trying to control a blend of speed when using flow along curve.  I'm
>>> using the 'set new speed' and then testing inside null to alter the speed
>>> of the particles - but is there a way of having the speed animate between
>>> the two speeds rather than being a black and white 'if' but rather blend
>>> between the two over a specified distance or number of frames?
>>>
>>> Was looking at using the blend node with weights along the curve but I'm
>>> unsure as to how I can get the data out to use in the way that I want to.
>>>
>>> Any advise much appreciated
>>> Yours ignorantly
>>>  Jonny
>>> *
>>> *
>>>
>>
>>


Re: blend of speed using test inside null

2013-07-17 Thread Jonny Grew
Safe. Cheers Cristo. Was looking at linear interpolate but didn't even
think about states. Will give it a go.

Fancy a lemonade tomorrow lunch? Coach & horses, gt Marlborough.

Jonny Grew Ltd
www.Jonnygrew.com
07855 212722

Jonny Grew Limited is registered in England and Wales.
Company number:07735521
VAT number: 122713057
 On Jul 17, 2013 5:32 PM, "Cristobal Infante"  wrote:

> Hi Jonny,
>
> What you probably want to do is use states, so trigger state 1 if particle
> is inside the null.
>
> Then, on state 1 you could use a Linear interpolate using the particle age
> or age percentage.
>
> Safe?
>
> C
>
>
> On 17 July 2013 17:13, Jonny Grew  wrote:
>
>> Hello!
>>
>> I'm trying to control a blend of speed when using flow along curve.  I'm
>> using the 'set new speed' and then testing inside null to alter the speed
>> of the particles - but is there a way of having the speed animate between
>> the two speeds rather than being a black and white 'if' but rather blend
>> between the two over a specified distance or number of frames?
>>
>> Was looking at using the blend node with weights along the curve but I'm
>> unsure as to how I can get the data out to use in the way that I want to.
>>
>> Any advise much appreciated
>> Yours ignorantly
>>  Jonny
>> *
>> *
>>
>
>


Re: blend of speed using test inside null

2013-07-17 Thread Cristobal Infante
Hi Jonny,

What you probably want to do is use states, so trigger state 1 if particle
is inside the null.

Then, on state 1 you could use a Linear interpolate using the particle age
or age percentage.

Safe?

C


On 17 July 2013 17:13, Jonny Grew  wrote:

> Hello!
>
> I'm trying to control a blend of speed when using flow along curve.  I'm
> using the 'set new speed' and then testing inside null to alter the speed
> of the particles - but is there a way of having the speed animate between
> the two speeds rather than being a black and white 'if' but rather blend
> between the two over a specified distance or number of frames?
>
> Was looking at using the blend node with weights along the curve but I'm
> unsure as to how I can get the data out to use in the way that I want to.
>
> Any advise much appreciated
> Yours ignorantly
>  Jonny
> *
> *
>


blend of speed using test inside null

2013-07-17 Thread Jonny Grew
Hello!

I'm trying to control a blend of speed when using flow along curve.  I'm
using the 'set new speed' and then testing inside null to alter the speed
of the particles - but is there a way of having the speed animate between
the two speeds rather than being a black and white 'if' but rather blend
between the two over a specified distance or number of frames?

Was looking at using the blend node with weights along the curve but I'm
unsure as to how I can get the data out to use in the way that I want to.

Any advise much appreciated
Yours ignorantly
Jonny
*
*


Re: Test

2013-07-09 Thread Rares Halmagean

Lo

On 7/9/2013 5:59 PM, Paulo César Duarte wrote:

Hi


2013/7/4 Simon Reeves >


Hello

Simon Reeves
VFX Artist
London, UK

On 5 Jul 2013, at 00:29, Andreas Bystrom
mailto:andreas.byst...@gmail.com>> wrote:


use gmail instead

On Fri, Jul 5, 2013 at 11:26 AM, Emilio Hernandez
mailto:emi...@e-roja.com>> wrote:

Hello!


2013/7/4 Sebastien Sterling mailto:sebastien.sterl...@gmail.com>>

Hello !


On 4 July 2013 19:59, Pingo van der Brinkloev
mailto:xsil...@comxnet.dk>> wrote:

Mailbox lag. Sorry for the noise. Carry on

On 04/07/2013, at 16.22, Mats Bertil Tegner
mailto:mats.bertil.teg...@gmail.com>> wrote:

> Pingo van der Brinkloev skrev 2013-07-04 14:40:
>> anybody?
>>
> Yes effendi?






-- 





-- 
Andreas Byström

Weta Digital





--
*Rares Halmagean
___
*visual development and 3d character & content creation.
*rarebrush.com* 


Re: Test

2013-07-09 Thread Paulo César Duarte
Hi


2013/7/4 Simon Reeves 

> Hello
>
> Simon Reeves
> VFX Artist
> London, UK
>
> On 5 Jul 2013, at 00:29, Andreas Bystrom 
> wrote:
>
> use gmail instead
>
> On Fri, Jul 5, 2013 at 11:26 AM, Emilio Hernandez wrote:
>
>> Hello!
>>
>>
>> 2013/7/4 Sebastien Sterling 
>>
>>> Hello !
>>>
>>>
>>> On 4 July 2013 19:59, Pingo van der Brinkloev wrote:
>>>
 Mailbox lag. Sorry for the noise. Carry on

 On 04/07/2013, at 16.22, Mats Bertil Tegner <
 mats.bertil.teg...@gmail.com> wrote:

 > Pingo van der Brinkloev skrev 2013-07-04 14:40:
 >> anybody?
 >>
 > Yes effendi?



>>>
>>
>>
>> --
>>
>>
>
>
> --
> Andreas Byström
> Weta Digital
>
>


Re: Test

2013-07-04 Thread Simon Reeves
Hello

Simon Reeves
VFX Artist
London, UK

On 5 Jul 2013, at 00:29, Andreas Bystrom  wrote:

use gmail instead

On Fri, Jul 5, 2013 at 11:26 AM, Emilio Hernandez  wrote:

> Hello!
>
>
> 2013/7/4 Sebastien Sterling 
>
>> Hello !
>>
>>
>> On 4 July 2013 19:59, Pingo van der Brinkloev  wrote:
>>
>>> Mailbox lag. Sorry for the noise. Carry on
>>>
>>> On 04/07/2013, at 16.22, Mats Bertil Tegner <
>>> mats.bertil.teg...@gmail.com> wrote:
>>>
>>> > Pingo van der Brinkloev skrev 2013-07-04 14:40:
>>> >> anybody?
>>> >>
>>> > Yes effendi?
>>>
>>>
>>>
>>
>
>
> --
>
>


-- 
Andreas Byström
Weta Digital


Re: Test

2013-07-04 Thread Andreas Bystrom
use gmail instead

On Fri, Jul 5, 2013 at 11:26 AM, Emilio Hernandez  wrote:

> Hello!
>
>
> 2013/7/4 Sebastien Sterling 
>
>> Hello !
>>
>>
>> On 4 July 2013 19:59, Pingo van der Brinkloev  wrote:
>>
>>> Mailbox lag. Sorry for the noise. Carry on
>>>
>>> On 04/07/2013, at 16.22, Mats Bertil Tegner <
>>> mats.bertil.teg...@gmail.com> wrote:
>>>
>>> > Pingo van der Brinkloev skrev 2013-07-04 14:40:
>>> >> anybody?
>>> >>
>>> > Yes effendi?
>>>
>>>
>>>
>>
>
>
> --
>
>


-- 
Andreas Byström
Weta Digital


Re: Test

2013-07-04 Thread Emilio Hernandez
Hello!


2013/7/4 Sebastien Sterling 

> Hello !
>
>
> On 4 July 2013 19:59, Pingo van der Brinkloev  wrote:
>
>> Mailbox lag. Sorry for the noise. Carry on
>>
>> On 04/07/2013, at 16.22, Mats Bertil Tegner 
>> wrote:
>>
>> > Pingo van der Brinkloev skrev 2013-07-04 14:40:
>> >> anybody?
>> >>
>> > Yes effendi?
>>
>>
>>
>


--


Re: Test

2013-07-04 Thread Sebastien Sterling
Hello !


On 4 July 2013 19:59, Pingo van der Brinkloev  wrote:

> Mailbox lag. Sorry for the noise. Carry on
>
> On 04/07/2013, at 16.22, Mats Bertil Tegner 
> wrote:
>
> > Pingo van der Brinkloev skrev 2013-07-04 14:40:
> >> anybody?
> >>
> > Yes effendi?
>
>
>


Re: Test

2013-07-04 Thread Pingo van der Brinkloev
Mailbox lag. Sorry for the noise. Carry on

On 04/07/2013, at 16.22, Mats Bertil Tegner  
wrote:

> Pingo van der Brinkloev skrev 2013-07-04 14:40:
>> anybody?
>> 
> Yes effendi?




Re: Test

2013-07-04 Thread Mats Bertil Tegner

Pingo van der Brinkloev skrev 2013-07-04 14:40:

anybody?


Yes effendi?


Re: Test

2013-07-04 Thread Martin
Yes, I'm working...

Martin


On Thu, Jul 4, 2013 at 10:15 PM, patrick nethercoat <
patr...@brandtanim.co.uk> wrote:

> yar.
>
>
> On 4 July 2013 13:40, Pingo van der Brinkloev  wrote:
>
>> anybody?
>>
>
>


Re: Test

2013-07-04 Thread Mirko Jankovic
pong :)


On Thu, Jul 4, 2013 at 2:40 PM, Pingo van der Brinkloev
wrote:

> anybody?
>


Re: Test

2013-07-04 Thread patrick nethercoat
yar.


On 4 July 2013 13:40, Pingo van der Brinkloev  wrote:

> anybody?
>


Re: Test

2013-07-04 Thread Martin Chatterjee
yeah...

-M

--
   Martin Chatterjee

[ Freelance Technical Director ]
[   http://www.chatterjee.de   ]
[ https://vimeo.com/chatterjee ]


On Thu, Jul 4, 2013 at 2:40 PM, Pingo van der Brinkloev
wrote:

> anybody?
>


Test

2013-07-04 Thread Pingo van der Brinkloev
anybody?


test

2013-07-04 Thread pingo van der brinkloev
working?


Re: Test for Inverted UV's

2013-05-12 Thread Raffaele Fragapane
Yeah, just showing seams (boundaries) should be enough to spot them, select
them, and dispatch them.


On Sun, May 12, 2013 at 3:32 PM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:

> Thanks Martin, thats what i suspected as well, but I havent done uvs in
> almost 3 years so wasnt sure. I appreciate it. Will pass the info forward
>
>
> On Sun, May 12, 2013 at 1:29 PM, Martin  wrote:
>
>> Only one UV polyface in an island has been inverted/flipped ?
>>
>> If that's the case you should be able to detect it in your Tex.Editor.
>>
>> Softimage doesn't "merge" UV samples that aren't adjacent so their
>> borders should appear green/blue in the Text.Editor when you select them
>> because they are not "merged".
>>
>> If the samples are adjacents and have the same coordinates, then they
>> shouldn't have green/blue borders.
>>
>> M.Yara
>>
>>
>>
>> On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero <
>> enriquecaball...@gmail.com> wrote:
>>
>>> sorry guys, wrote that quickly
>>>
>>> k so apparently these artists have somehow managed to create UVS where
>>> some of the polygons in that UV island/shell/hull are facing in the
>>> opposite direction.  So that on those polygons the bump and displacement
>>> maps are inverted.
>>>
>>> I'm not sure how they actually did this, they probably cut up the uv's
>>> and then tried to put them back together, but somehow messed it up, and now
>>> some of the UV's are flipped.
>>>
>>> They are new starters from a company that used 3dsmax so they are still
>>> getting used to the xsi workflow. They have asked us if there's a quick way
>>> to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
>>> uv's  would be a different color in the uv editor.
>>>
>>> anyway i dont think that there is, as I've never ran into this issue
>>> before, when I UV i just a combination of projections and uv unwrap. and
>>> everything comes out okay
>>>
>>>
>>> On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane <
>>> raffsxsil...@googlemail.com> wrote:
>>>
>>>> Was about to ask for the same. For those of us who don't know max
>>>> inverted UVs and a stitching where it wouldn't be blatantly obvious don't
>>>> make a lot of sense in the same sentence :)
>>>>
>>>>
>>>> On Sun, May 12, 2013 at 10:54 AM, Matt Lind 
>>>> wrote:
>>>>
>>>>>  define inverted uv
>>>>>
>>>>>  --
>>>>> *From:* softimage-boun...@listproc.autodesk.com [
>>>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique
>>>>> Caballero [enriquecaball...@gmail.com]
>>>>> *Sent:* Saturday, May 11, 2013 6:58 AM
>>>>> *To:* softimage@listproc.autodesk.com
>>>>> *Subject:* Test for Inverted UV's
>>>>>
>>>>>   Hey guys,
>>>>> I'm passing forward a question from one of our new artists here that
>>>>> stumped me.
>>>>>
>>>>>  Is there a quick way to check for inverted UV's in softimage.
>>>>>  3dsmax apparently has one built in.
>>>>>
>>>>>
>>>>>  Basically sometimes the uv's get stitched together inverted and they
>>>>> are having a hard time detecting these.
>>>>>
>>>>>  Thanks,
>>>>>
>>>>>  -Enrique
>>>>>
>>>>
>>>>
>>>>
>>>> --
>>>> Our users will know fear and cower before our software! Ship it! Ship
>>>> it and let them flee like the dogs they are!
>>>>
>>>
>>>
>>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Test for Inverted UV's

2013-05-11 Thread Enrique Caballero
Thanks Martin, thats what i suspected as well, but I havent done uvs in
almost 3 years so wasnt sure. I appreciate it. Will pass the info forward


On Sun, May 12, 2013 at 1:29 PM, Martin  wrote:

> Only one UV polyface in an island has been inverted/flipped ?
>
> If that's the case you should be able to detect it in your Tex.Editor.
>
> Softimage doesn't "merge" UV samples that aren't adjacent so their borders
> should appear green/blue in the Text.Editor when you select them because
> they are not "merged".
>
> If the samples are adjacents and have the same coordinates, then they
> shouldn't have green/blue borders.
>
> M.Yara
>
>
>
> On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero <
> enriquecaball...@gmail.com> wrote:
>
>> sorry guys, wrote that quickly
>>
>> k so apparently these artists have somehow managed to create UVS where
>> some of the polygons in that UV island/shell/hull are facing in the
>> opposite direction.  So that on those polygons the bump and displacement
>> maps are inverted.
>>
>> I'm not sure how they actually did this, they probably cut up the uv's
>> and then tried to put them back together, but somehow messed it up, and now
>> some of the UV's are flipped.
>>
>> They are new starters from a company that used 3dsmax so they are still
>> getting used to the xsi workflow. They have asked us if there's a quick way
>> to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
>> uv's  would be a different color in the uv editor.
>>
>> anyway i dont think that there is, as I've never ran into this issue
>> before, when I UV i just a combination of projections and uv unwrap. and
>> everything comes out okay
>>
>>
>> On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> Was about to ask for the same. For those of us who don't know max
>>> inverted UVs and a stitching where it wouldn't be blatantly obvious don't
>>> make a lot of sense in the same sentence :)
>>>
>>>
>>> On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote:
>>>
>>>>  define inverted uv
>>>>
>>>>  --
>>>> *From:* softimage-boun...@listproc.autodesk.com [
>>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique
>>>> Caballero [enriquecaball...@gmail.com]
>>>> *Sent:* Saturday, May 11, 2013 6:58 AM
>>>> *To:* softimage@listproc.autodesk.com
>>>> *Subject:* Test for Inverted UV's
>>>>
>>>>   Hey guys,
>>>> I'm passing forward a question from one of our new artists here that
>>>> stumped me.
>>>>
>>>>  Is there a quick way to check for inverted UV's in softimage.  3dsmax
>>>> apparently has one built in.
>>>>
>>>>
>>>>  Basically sometimes the uv's get stitched together inverted and they
>>>> are having a hard time detecting these.
>>>>
>>>>  Thanks,
>>>>
>>>>  -Enrique
>>>>
>>>
>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>


Re: Test for Inverted UV's

2013-05-11 Thread Martin
Only one UV polyface in an island has been inverted/flipped ?

If that's the case you should be able to detect it in your Tex.Editor.

Softimage doesn't "merge" UV samples that aren't adjacent so their borders
should appear green/blue in the Text.Editor when you select them because
they are not "merged".

If the samples are adjacents and have the same coordinates, then they
shouldn't have green/blue borders.

M.Yara



On Sun, May 12, 2013 at 12:59 PM, Enrique Caballero <
enriquecaball...@gmail.com> wrote:

> sorry guys, wrote that quickly
>
> k so apparently these artists have somehow managed to create UVS where
> some of the polygons in that UV island/shell/hull are facing in the
> opposite direction.  So that on those polygons the bump and displacement
> maps are inverted.
>
> I'm not sure how they actually did this, they probably cut up the uv's and
> then tried to put them back together, but somehow messed it up, and now
> some of the UV's are flipped.
>
> They are new starters from a company that used 3dsmax so they are still
> getting used to the xsi workflow. They have asked us if there's a quick way
> to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
> uv's  would be a different color in the uv editor.
>
> anyway i dont think that there is, as I've never ran into this issue
> before, when I UV i just a combination of projections and uv unwrap. and
> everything comes out okay
>
>
> On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>> Was about to ask for the same. For those of us who don't know max
>> inverted UVs and a stitching where it wouldn't be blatantly obvious don't
>> make a lot of sense in the same sentence :)
>>
>>
>> On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote:
>>
>>>  define inverted uv
>>>
>>>  --
>>> *From:* softimage-boun...@listproc.autodesk.com [
>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero
>>> [enriquecaball...@gmail.com]
>>> *Sent:* Saturday, May 11, 2013 6:58 AM
>>> *To:* softimage@listproc.autodesk.com
>>> *Subject:* Test for Inverted UV's
>>>
>>>   Hey guys,
>>> I'm passing forward a question from one of our new artists here that
>>> stumped me.
>>>
>>>  Is there a quick way to check for inverted UV's in softimage.  3dsmax
>>> apparently has one built in.
>>>
>>>
>>>  Basically sometimes the uv's get stitched together inverted and they
>>> are having a hard time detecting these.
>>>
>>>  Thanks,
>>>
>>>  -Enrique
>>>
>>
>>
>>
>> --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>


Re: Test for Inverted UV's

2013-05-11 Thread Enrique Caballero
sorry guys, wrote that quickly

k so apparently these artists have somehow managed to create UVS where some
of the polygons in that UV island/shell/hull are facing in the opposite
direction.  So that on those polygons the bump and displacement maps are
inverted.

I'm not sure how they actually did this, they probably cut up the uv's and
then tried to put them back together, but somehow messed it up, and now
some of the UV's are flipped.

They are new starters from a company that used 3dsmax so they are still
getting used to the xsi workflow. They have asked us if there's a quick way
to tell if a UV is facing in the wrong direction. Apparently in 3dsmax the
uv's  would be a different color in the uv editor.

anyway i dont think that there is, as I've never ran into this issue
before, when I UV i just a combination of projections and uv unwrap. and
everything comes out okay


On Sun, May 12, 2013 at 8:57 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> Was about to ask for the same. For those of us who don't know max inverted
> UVs and a stitching where it wouldn't be blatantly obvious don't make a lot
> of sense in the same sentence :)
>
>
> On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote:
>
>>  define inverted uv
>>
>>  --
>> *From:* softimage-boun...@listproc.autodesk.com [
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [
>> enriquecaball...@gmail.com]
>> *Sent:* Saturday, May 11, 2013 6:58 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Test for Inverted UV's
>>
>>   Hey guys,
>> I'm passing forward a question from one of our new artists here that
>> stumped me.
>>
>>  Is there a quick way to check for inverted UV's in softimage.  3dsmax
>> apparently has one built in.
>>
>>
>>  Basically sometimes the uv's get stitched together inverted and they
>> are having a hard time detecting these.
>>
>>  Thanks,
>>
>>  -Enrique
>>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Test for Inverted UV's

2013-05-11 Thread Raffaele Fragapane
Was about to ask for the same. For those of us who don't know max inverted
UVs and a stitching where it wouldn't be blatantly obvious don't make a lot
of sense in the same sentence :)


On Sun, May 12, 2013 at 10:54 AM, Matt Lind wrote:

>  define inverted uv
>
>  --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero [
> enriquecaball...@gmail.com]
> *Sent:* Saturday, May 11, 2013 6:58 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Test for Inverted UV's
>
>   Hey guys,
> I'm passing forward a question from one of our new artists here that
> stumped me.
>
>  Is there a quick way to check for inverted UV's in softimage.  3dsmax
> apparently has one built in.
>
>
>  Basically sometimes the uv's get stitched together inverted and they are
> having a hard time detecting these.
>
>  Thanks,
>
>  -Enrique
>



-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


RE: Test for Inverted UV's

2013-05-11 Thread Matt Lind
define inverted uv


From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Enrique Caballero 
[enriquecaball...@gmail.com]
Sent: Saturday, May 11, 2013 6:58 AM
To: softimage@listproc.autodesk.com
Subject: Test for Inverted UV's

Hey guys,
I'm passing forward a question from one of our new artists here that stumped me.

Is there a quick way to check for inverted UV's in softimage.  3dsmax 
apparently has one built in.


Basically sometimes the uv's get stitched together inverted and they are having 
a hard time detecting these.

Thanks,

-Enrique


Test for Inverted UV's

2013-05-11 Thread Enrique Caballero
Hey guys,
I'm passing forward a question from one of our new artists here that
stumped me.

Is there a quick way to check for inverted UV's in softimage.  3dsmax
apparently has one built in.


Basically sometimes the uv's get stitched together inverted and they are
having a hard time detecting these.

Thanks,

-Enrique


Re: Test inside geometry failing

2013-05-08 Thread Ciaran Moloney
Cool!
I always wanted to add the ray intersect test to make this thing more
robust, but have long since run out of energy...

Ciaran

On Wed, May 8, 2013 at 1:14 AM, Eric Thivierge wrote:

>  Thanks guys,
>
> Ciaran, your addon actually works exceptionally well in my case. The
> slider for the "Override_test_distance" gets rid of the errant areas very
> very well. Not to mention generating this particle cloud is super fast now.
> You've saved me some late night work today. :)
>
> I did try to roll my own but was still getting the unwanted areas. The
> tips on how to build it are appreciated as it may help in future cases.
>
> Cheers,
>
>
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
> On 07/05/2013 7:23 PM, Ciaran Moloney wrote:
>
> IIRC implementing the ray intersect technique is problematic in ICE, since
> the raycast node only returns the first intersection. You'd have to
> manually shoot subsequent rays after every hit.
>
>
>
> On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane <
> raffsxsil...@googlemail.com> wrote:
>
>>   You could write/wire the test yourself.
>>  Point inside hull is fairly trivial outside of fringe cases, shoot a ray
>> in any direction, if it intersects an odd number of times, it's outside,
>> even, it's inside.
>> You might want multiple rays and take the median of the result, or work
>> conservatively and flag it even if just one tests true.
>>
>>  You can further refine this with a force field approach, run a distance
>> from hull (closest location on geo), and if the point is close enough to a
>> location with a normal facing away from its distance vector remove it, and
>> remove anything within a certain threshold (very close) indiscriminately.
>>
>>  Testing against denser geometry also helps, even if it's more expensive,
>> sparse and variedly populated topology tends to introduce more room for
>> error.
>>  Lastly, a triangulated mesh, especially if you have a certain degree of
>> dis-planarity in your geo on large enough areas, will also improve things
>> in my experience.
>>
>>
>>
>> On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge wrote:
>>
>>> Anyone notice how many times this just doesn't work correctly? Even
>>> toggling the Closed volume inside often doesn't give the correct results as
>>> well...
>>>
>>> I have a voxel setup with particles and testing inside a geometry to
>>> keep the ones that are within, works, however there are many points still
>>> outside the geo that remain and aren't deleted. The ones left outside
>>> changes each frame as well.
>>>
>>> Anyone have any sure fire methods / workarounds that don't involve
>>> having helper nulls to delete the remaining ones outside?
>>>
>>> --
>>> Eric Thivierge
>>> ===
>>> Character TD / RnD
>>> Hybride Technologies
>>>
>>>
>>>
>>
>>
>>  --
>> Our users will know fear and cower before our software! Ship it! Ship it
>> and let them flee like the dogs they are!
>>
>
>
>


Re: Test inside geometry failing

2013-05-07 Thread Eric Thivierge

Thanks guys,

Ciaran, your addon actually works exceptionally well in my case. The 
slider for the "Override_test_distance" gets rid of the errant areas 
very very well. Not to mention generating this particle cloud is super 
fast now. You've saved me some late night work today. :)


I did try to roll my own but was still getting the unwanted areas. The 
tips on how to build it are appreciated as it may help in future cases.


Cheers,

Eric Thivierge
===
Character TD / RnD
Hybride Technologies

On 07/05/2013 7:23 PM, Ciaran Moloney wrote:
IIRC implementing the ray intersect technique is problematic in ICE, 
since the raycast node only returns the first intersection. You'd have 
to manually shoot subsequent rays after every hit.




On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane 
mailto:raffsxsil...@googlemail.com>> wrote:


    You could write/wire the test yourself.
Point inside hull is fairly trivial outside of fringe cases, shoot
a ray in any direction, if it intersects an odd number of times,
it's outside, even, it's inside.
You might want multiple rays and take the median of the result, or
work conservatively and flag it even if just one tests true.

You can further refine this with a force field approach, run a
distance from hull (closest location on geo), and if the point is
close enough to a location with a normal facing away from its
distance vector remove it, and remove anything within a certain
threshold (very close) indiscriminately.

Testing against denser geometry also helps, even if it's more
expensive, sparse and variedly populated topology tends to
introduce more room for error.
Lastly, a triangulated mesh, especially if you have a certain
degree of dis-planarity in your geo on large enough areas, will
also improve things in my experience.



On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge
mailto:ethivie...@hybride.com>> wrote:

Anyone notice how many times this just doesn't work correctly?
Even toggling the Closed volume inside often doesn't give the
correct results as well...

I have a voxel setup with particles and testing inside a
geometry to keep the ones that are within, works, however
there are many points still outside the geo that remain and
aren't deleted. The ones left outside changes each frame as well.

Anyone have any sure fire methods / workarounds that don't
involve having helper nulls to delete the remaining ones outside?

-- 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies





-- 
Our users will know fear and cower before our software! Ship it!

Ship it and let them flee like the dogs they are!






Re: Test inside geometry failing

2013-05-07 Thread Ciaran Moloney
IIRC implementing the ray intersect technique is problematic in ICE, since
the raycast node only returns the first intersection. You'd have to
manually shoot subsequent rays after every hit.



On Wed, May 8, 2013 at 12:06 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> You could write/wire the test yourself.
> Point inside hull is fairly trivial outside of fringe cases, shoot a ray
> in any direction, if it intersects an odd number of times, it's outside,
> even, it's inside.
> You might want multiple rays and take the median of the result, or work
> conservatively and flag it even if just one tests true.
>
> You can further refine this with a force field approach, run a distance
> from hull (closest location on geo), and if the point is close enough to a
> location with a normal facing away from its distance vector remove it, and
> remove anything within a certain threshold (very close) indiscriminately.
>
> Testing against denser geometry also helps, even if it's more expensive,
> sparse and variedly populated topology tends to introduce more room for
> error.
> Lastly, a triangulated mesh, especially if you have a certain degree of
> dis-planarity in your geo on large enough areas, will also improve things
> in my experience.
>
>
>
> On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge wrote:
>
>> Anyone notice how many times this just doesn't work correctly? Even
>> toggling the Closed volume inside often doesn't give the correct results as
>> well...
>>
>> I have a voxel setup with particles and testing inside a geometry to keep
>> the ones that are within, works, however there are many points still
>> outside the geo that remain and aren't deleted. The ones left outside
>> changes each frame as well.
>>
>> Anyone have any sure fire methods / workarounds that don't involve having
>> helper nulls to delete the remaining ones outside?
>>
>> --
>> Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>


Re: Test inside geometry failing

2013-05-07 Thread Raffaele Fragapane
ARGHH, as usual, no proof reading is as good as the one done after sending.
Even = outside
Odd = inside.


On Wed, May 8, 2013 at 9:06 AM, Raffaele Fragapane <
raffsxsil...@googlemail.com> wrote:

> You could write/wire the test yourself.
> Point inside hull is fairly trivial outside of fringe cases, shoot a ray
> in any direction, if it intersects an odd number of times, it's outside,
> even, it's inside.
> You might want multiple rays and take the median of the result, or work
> conservatively and flag it even if just one tests true.
>
> You can further refine this with a force field approach, run a distance
> from hull (closest location on geo), and if the point is close enough to a
> location with a normal facing away from its distance vector remove it, and
> remove anything within a certain threshold (very close) indiscriminately.
>
> Testing against denser geometry also helps, even if it's more expensive,
> sparse and variedly populated topology tends to introduce more room for
> error.
> Lastly, a triangulated mesh, especially if you have a certain degree of
> dis-planarity in your geo on large enough areas, will also improve things
> in my experience.
>
>
>
> On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge wrote:
>
>> Anyone notice how many times this just doesn't work correctly? Even
>> toggling the Closed volume inside often doesn't give the correct results as
>> well...
>>
>> I have a voxel setup with particles and testing inside a geometry to keep
>> the ones that are within, works, however there are many points still
>> outside the geo that remain and aren't deleted. The ones left outside
>> changes each frame as well.
>>
>> Anyone have any sure fire methods / workarounds that don't involve having
>> helper nulls to delete the remaining ones outside?
>>
>> --
>> Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!
>



-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Test inside geometry failing

2013-05-07 Thread Raffaele Fragapane
You could write/wire the test yourself.
Point inside hull is fairly trivial outside of fringe cases, shoot a ray in
any direction, if it intersects an odd number of times, it's outside, even,
it's inside.
You might want multiple rays and take the median of the result, or work
conservatively and flag it even if just one tests true.

You can further refine this with a force field approach, run a distance
from hull (closest location on geo), and if the point is close enough to a
location with a normal facing away from its distance vector remove it, and
remove anything within a certain threshold (very close) indiscriminately.

Testing against denser geometry also helps, even if it's more expensive,
sparse and variedly populated topology tends to introduce more room for
error.
Lastly, a triangulated mesh, especially if you have a certain degree of
dis-planarity in your geo on large enough areas, will also improve things
in my experience.



On Wed, May 8, 2013 at 4:54 AM, Eric Thivierge wrote:

> Anyone notice how many times this just doesn't work correctly? Even
> toggling the Closed volume inside often doesn't give the correct results as
> well...
>
> I have a voxel setup with particles and testing inside a geometry to keep
> the ones that are within, works, however there are many points still
> outside the geo that remain and aren't deleted. The ones left outside
> changes each frame as well.
>
> Anyone have any sure fire methods / workarounds that don't involve having
> helper nulls to delete the remaining ones outside?
>
> --
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
>


-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them flee like the dogs they are!


Re: Test inside geometry failing

2013-05-07 Thread Ciaran Moloney
On Tue, May 7, 2013 at 8:37 PM, Steven Caron  wrote:

> maybe instead of just doing it in houdini he could use SDFs?
>
> http://blog.blackredking.org/?p=47
>

Yeah, that'll also fail on complex shapes...

Often, subdividing the geometry will fix the problem.


Re: Test inside geometry failing

2013-05-07 Thread Steven Caron
maybe instead of just doing it in houdini he could use SDFs?

http://blog.blackredking.org/?p=47


On Tue, May 7, 2013 at 12:34 PM, Peter Agg  wrote:

> Yeah, that's my only suggestion really - I've had quite a few problems
> before where I had very dense particles being culled by complex geo and on
> random frames you'd get very distinct cubes where the volume calculations
> have freaked out. Never found a particularly useful workaround, I'm afraid.
>
> Simplifying the geo has helped, sometimes not grouping them together and
> doing several tests on individual parts did. But sometimes that just shifts
> the problem to different frames - for the project I was on we had one of
> those unfortunate 'just do it in Houdini' moments.
>
> Good luck! :)
>
>
> On 7 May 2013 20:29, Eric Thivierge  wrote:
>
>>  Not necessarily cubes. If I run a smooth op on the geo it fixes much of
>> it (although this is not a solution for me) so it's got to be the internal
>> methods not liking something about the geometry.
>>
>>
>> Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>> On 07/05/2013 3:26 PM, Peter Agg wrote:
>>
>> Is this the thing where you get giant cubes of bad volume data, or
>> something else?
>>
>>
>> On 7 May 2013 19:54, Eric Thivierge  wrote:
>>
>>> Anyone notice how many times this just doesn't work correctly? Even
>>> toggling the Closed volume inside often doesn't give the correct results as
>>> well...
>>>
>>> I have a voxel setup with particles and testing inside a geometry to
>>> keep the ones that are within, works, however there are many points still
>>> outside the geo that remain and aren't deleted. The ones left outside
>>> changes each frame as well.
>>>
>>> Anyone have any sure fire methods / workarounds that don't involve
>>> having helper nulls to delete the remaining ones outside?
>>>
>>> --
>>> Eric Thivierge
>>> ===
>>> Character TD / RnD
>>> Hybride Technologies
>>>
>>>
>>>
>>
>>
>


Re: Test inside geometry failing

2013-05-07 Thread Peter Agg
Yeah, that's my only suggestion really - I've had quite a few problems
before where I had very dense particles being culled by complex geo and on
random frames you'd get very distinct cubes where the volume calculations
have freaked out. Never found a particularly useful workaround, I'm afraid.

Simplifying the geo has helped, sometimes not grouping them together and
doing several tests on individual parts did. But sometimes that just shifts
the problem to different frames - for the project I was on we had one of
those unfortunate 'just do it in Houdini' moments.

Good luck! :)


On 7 May 2013 20:29, Eric Thivierge  wrote:

>  Not necessarily cubes. If I run a smooth op on the geo it fixes much of
> it (although this is not a solution for me) so it's got to be the internal
> methods not liking something about the geometry.
>
>
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
> On 07/05/2013 3:26 PM, Peter Agg wrote:
>
> Is this the thing where you get giant cubes of bad volume data, or
> something else?
>
>
> On 7 May 2013 19:54, Eric Thivierge  wrote:
>
>> Anyone notice how many times this just doesn't work correctly? Even
>> toggling the Closed volume inside often doesn't give the correct results as
>> well...
>>
>> I have a voxel setup with particles and testing inside a geometry to keep
>> the ones that are within, works, however there are many points still
>> outside the geo that remain and aren't deleted. The ones left outside
>> changes each frame as well.
>>
>> Anyone have any sure fire methods / workarounds that don't involve having
>> helper nulls to delete the remaining ones outside?
>>
>> --
>> Eric Thivierge
>> ===
>> Character TD / RnD
>> Hybride Technologies
>>
>>
>>
>
>


Re: Test inside geometry failing

2013-05-07 Thread Eric Thivierge
Not necessarily cubes. If I run a smooth op on the geo it fixes much of 
it (although this is not a solution for me) so it's got to be the 
internal methods not liking something about the geometry.


Eric Thivierge
===
Character TD / RnD
Hybride Technologies

On 07/05/2013 3:26 PM, Peter Agg wrote:
Is this the thing where you get giant cubes of bad volume data, or 
something else?



On 7 May 2013 19:54, Eric Thivierge > wrote:


Anyone notice how many times this just doesn't work correctly?
Even toggling the Closed volume inside often doesn't give the
correct results as well...

I have a voxel setup with particles and testing inside a geometry
to keep the ones that are within, works, however there are many
points still outside the geo that remain and aren't deleted. The
ones left outside changes each frame as well.

Anyone have any sure fire methods / workarounds that don't involve
having helper nulls to delete the remaining ones outside?

-- 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies







Re: Test inside geometry failing

2013-05-07 Thread Peter Agg
Is this the thing where you get giant cubes of bad volume data, or
something else?


On 7 May 2013 19:54, Eric Thivierge  wrote:

> Anyone notice how many times this just doesn't work correctly? Even
> toggling the Closed volume inside often doesn't give the correct results as
> well...
>
> I have a voxel setup with particles and testing inside a geometry to keep
> the ones that are within, works, however there are many points still
> outside the geo that remain and aren't deleted. The ones left outside
> changes each frame as well.
>
> Anyone have any sure fire methods / workarounds that don't involve having
> helper nulls to delete the remaining ones outside?
>
> --
> Eric Thivierge
> ===
> Character TD / RnD
> Hybride Technologies
>
>
>


Test inside geometry failing

2013-05-07 Thread Eric Thivierge
Anyone notice how many times this just doesn't work correctly? Even 
toggling the Closed volume inside often doesn't give the correct results 
as well...


I have a voxel setup with particles and testing inside a geometry to 
keep the ones that are within, works, however there are many points 
still outside the geo that remain and aren't deleted. The ones left 
outside changes each frame as well.


Anyone have any sure fire methods / workarounds that don't involve 
having helper nulls to delete the remaining ones outside?


--
Eric Thivierge
===
Character TD / RnD
Hybride Technologies




Re: sorry - test

2013-04-17 Thread Simon Anderson
roger roger


On Thu, Apr 18, 2013 at 3:44 AM, Maxime Philippon <
mphilippon.mailingl...@gmail.com> wrote:

> test succeeded! :)
>
>
> On Wed, Apr 17, 2013 at 1:35 PM, Sandy Sutherland <
> sandy.mailli...@gmail.com> wrote:
>
>> testing - just joined the list with this email!
>>
>> S.
>>
>
>
>
> --
> Max
>



-- 
---
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/


Re: sorry - test

2013-04-17 Thread Maxime Philippon
test succeeded! :)


On Wed, Apr 17, 2013 at 1:35 PM, Sandy Sutherland  wrote:

> testing - just joined the list with this email!
>
> S.
>



-- 
Max


sorry - test

2013-04-17 Thread Sandy Sutherland

testing - just joined the list with this email!

S.


test

2013-04-12 Thread Bartek Opatowiecki



Re: KrakatoaSR Softimage Integration Test

2013-03-22 Thread Steven Caron
yes, its aggressive. other renderers have traditional materials applied to
surfaces, and if these materials use the attribute shader nodes the ICE
data should get pulled. maybe instead of that massive "Shader Options" tab,
you could provide actual shaders or a shader compound which you apply to
the particle cloud. in that shader compound you would use "Vector
Attribute" shader set to point normal, driving the normals port of a
"Krakatoa Shader". you can provide these compounds with the default set of
ICE attributes to drive the default Krakatoa named channels, this would
also allow someone to "repath" a Krakatoa named channel to a differently
named ICE attribute. ex. MyCustomVector -> Normal (krakatoa's normal
channel).

thanks for your work james, is this to be a plugin for sale through
thinkbox? or is it proprietary? or free and open?


On Fri, Mar 22, 2013 at 7:08 AM, James Vecore wrote:

> Now for a real question. While integrating the ICE channel support I
> noticed that even if I put a Set Data for an attribute like PointNormal,
> ICE will still optimize it away unless it is being directly used for
> display or simulation. This seems a tad overly aggressive. My current work
> around is to drop a log values before the set data and turn off the logging
> which forces the channel into existence. Please tell there is some other
> easier way to force a channel to not be optimized away? Or some way from
> C++ to force the evaluation of the ICEAttribute. I have to imagine other
> renderers would have similar problems with channels that aren’t needed for
> viewport display or simulation but are needed for rendering.
>
> **
>
> ** **
>
> Thanks,
>
> ** **
>
> -James
>


Re: KrakatoaSR Softimage Integration Test

2013-03-22 Thread olivier jeannel

Christmass in april :)


Le 22/03/2013 15:33, Cristobal Infante a écrit :

Besides all that, your plugin looks great man!!!

Never used krakatoa myself, but I've seen what it can do. How does it 
compare to exocortex's fury?




On 22 March 2013 14:21, Rob Chapman > wrote:


you can add the attribute as a custom attribute display >Property>
attribute display (even switch off viewing of this data in
viewport) but this will always keep your attributes intact. pain
in the ass , but is the only way currently a gaurantee.


On 22 March 2013 15:08, James Vecore mailto:jvec...@hellopluto.com>> wrote:

Here is a video of a plugin I started working on for
Softimage. I’m integrating KrakatoaSR as a renderer into
Softimage:

https://vimeo.com/62377510

Please excuse the programmer art. I don’t actually know how to
make anything look good with Krakatoa yet.

Features So Far:

-  Integrated as a renderer plug-in using
KrakatoaSR’s C++ API

-  Works with ICE driven point clouds

-  All Krakatoa supported channels are mapped and
pulled from ice if they exist (Emission, Absorption, etc)

-  All parameters in KrakatoaSR exposed in the
renderer options

-  Region render support

-  Scene lights can be restricted with a group

-  Occlusion mesh support (also through a group)

- Multi-channel EXR output supported.

Now for a real question. While integrating the ICE channel
support I noticed that even if I put a Set Data for an
attribute like PointNormal, ICE will still optimize it away
unless it is being directly used for display or simulation.
This seems a tad overly aggressive. My current work around is
to drop a log values before the set data and turn off the
logging which forces the channel into existence. Please tell
there is some other easier way to force a channel to not be
optimized away? Or some way from C++ to force the evaluation
of the ICEAttribute. I have to imagine other renderers would
have similar problems with channels that aren’t needed for
viewport display or simulation but are needed for rendering.

Thanks,

-James







Re: KrakatoaSR Softimage Integration Test

2013-03-22 Thread Cristobal Infante
Besides all that, your plugin looks great man!!!

Never used krakatoa myself, but I've seen what it can do. How does it
compare to exocortex's fury?



On 22 March 2013 14:21, Rob Chapman  wrote:

> you can add the attribute as a custom attribute display >Property>
> attribute display (even switch off viewing of this data in viewport) but
> this will always keep your attributes intact. pain in the ass , but is the
> only way currently a gaurantee.
>
>
> On 22 March 2013 15:08, James Vecore  wrote:
>
>> Here is a video of a plugin I started working on for Softimage. I’m
>> integrating KrakatoaSR as a renderer into Softimage:
>>
>> ** **
>>
>> https://vimeo.com/62377510
>>
>> ** **
>>
>> Please excuse the programmer art. I don’t actually know how to make
>> anything look good with Krakatoa yet.
>>
>> ** **
>>
>> Features So Far:
>>
>> ** **
>>
>> -  Integrated as a renderer plug-in using KrakatoaSR’s C++ API
>> 
>>
>> -  Works with ICE driven point clouds
>>
>> -  All Krakatoa supported channels are mapped and pulled from
>> ice if they exist (Emission, Absorption, etc)
>>
>> -  All parameters in KrakatoaSR exposed in the renderer
>> options
>>
>> -  Region render support
>>
>> -  Scene lights can be restricted with a group
>>
>> -  Occlusion mesh support (also through a group)
>>
>> -  Multi-channel EXR output supported.
>>
>> ** **
>>
>> Now for a real question. While integrating the ICE channel support I
>> noticed that even if I put a Set Data for an attribute like PointNormal,
>> ICE will still optimize it away unless it is being directly used for
>> display or simulation. This seems a tad overly aggressive. My current work
>> around is to drop a log values before the set data and turn off the logging
>> which forces the channel into existence. Please tell there is some other
>> easier way to force a channel to not be optimized away? Or some way from
>> C++ to force the evaluation of the ICEAttribute. I have to imagine other
>> renderers would have similar problems with channels that aren’t needed for
>> viewport display or simulation but are needed for rendering.
>>
>> ** **
>>
>> Thanks,
>>
>> ** **
>>
>> -James
>>
>
>


Re: KrakatoaSR Softimage Integration Test

2013-03-22 Thread Rob Chapman
you can add the attribute as a custom attribute display >Property>
attribute display (even switch off viewing of this data in viewport) but
this will always keep your attributes intact. pain in the ass , but is the
only way currently a gaurantee.

On 22 March 2013 15:08, James Vecore  wrote:

> Here is a video of a plugin I started working on for Softimage. I’m
> integrating KrakatoaSR as a renderer into Softimage:
>
> ** **
>
> https://vimeo.com/62377510
>
> ** **
>
> Please excuse the programmer art. I don’t actually know how to make
> anything look good with Krakatoa yet.
>
> ** **
>
> Features So Far:
>
> ** **
>
> -  Integrated as a renderer plug-in using KrakatoaSR’s C++ API
> 
>
> -  Works with ICE driven point clouds
>
> -  All Krakatoa supported channels are mapped and pulled from
> ice if they exist (Emission, Absorption, etc)
>
> -  All parameters in KrakatoaSR exposed in the renderer options
> 
>
> -  Region render support
>
> -  Scene lights can be restricted with a group
>
> -  Occlusion mesh support (also through a group)
>
> -  Multi-channel EXR output supported.
>
> ** **
>
> Now for a real question. While integrating the ICE channel support I
> noticed that even if I put a Set Data for an attribute like PointNormal,
> ICE will still optimize it away unless it is being directly used for
> display or simulation. This seems a tad overly aggressive. My current work
> around is to drop a log values before the set data and turn off the logging
> which forces the channel into existence. Please tell there is some other
> easier way to force a channel to not be optimized away? Or some way from
> C++ to force the evaluation of the ICEAttribute. I have to imagine other
> renderers would have similar problems with channels that aren’t needed for
> viewport display or simulation but are needed for rendering.
>
> ** **
>
> Thanks,
>
> ** **
>
> -James
>


Re: KrakatoaSR Softimage Integration Test

2013-03-22 Thread Eric Thivierge
On Fri, Mar 22, 2013 at 10:08 AM, James Vecore wrote:

> This seems a tad overly aggressive.


Welcome to our nightmare.


Eric Thivierge
http://www.ethivierge.com


KrakatoaSR Softimage Integration Test

2013-03-22 Thread James Vecore
Here is a video of a plugin I started working on for Softimage. I'm
integrating KrakatoaSR as a renderer into Softimage:

 

https://vimeo.com/62377510

 

Please excuse the programmer art. I don't actually know how to make anything
look good with Krakatoa yet.

 

Features So Far:

 

-  Integrated as a renderer plug-in using KrakatoaSR's C++ API

-  Works with ICE driven point clouds

-  All Krakatoa supported channels are mapped and pulled from
ice if they exist (Emission, Absorption, etc)

-  All parameters in KrakatoaSR exposed in the renderer options

-  Region render support

-  Scene lights can be restricted with a group

-  Occlusion mesh support (also through a group)

-  Multi-channel EXR output supported.

 

Now for a real question. While integrating the ICE channel support I noticed
that even if I put a Set Data for an attribute like PointNormal, ICE will
still optimize it away unless it is being directly used for display or
simulation. This seems a tad overly aggressive. My current work around is to
drop a log values before the set data and turn off the logging which forces
the channel into existence. Please tell there is some other easier way to
force a channel to not be optimized away? Or some way from C++ to force the
evaluation of the ICEAttribute. I have to imagine other renderers would have
similar problems with channels that aren't needed for viewport display or
simulation but are needed for rendering.

 

Thanks,

 

-James



RE: test

2013-03-20 Thread Ed Harriss
...pinging

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Scott Lange
Sent: Wednesday, March 20, 2013 12:33 AM
To: softimage@listproc.autodesk.com
Subject: test

yeasting


test

2013-03-19 Thread Scott Lange
yeasting



RE: test

2013-03-02 Thread lord hackney
not working you say, hmm,  perhaps i'll turn it off and on again..

...
http://www.flickr.com/photos/lord_hackney/
http://spylon.tumblr.com/


Date: Sat, 2 Mar 2013 17:44:22 +0100
Subject: Re: test
From: leonardkoch...@gmail.com
To: softimage@listproc.autodesk.com

Nope, not working.Miraculously followed you on tumblr though.

On Sat, Mar 2, 2013 at 5:42 PM, lord hackney  wrote:




just testing my new email

...
http://www.flickr.com/photos/lord_hackney/

http://spylon.tumblr.com/

  

  

Re: test

2013-03-02 Thread Leonard Koch
Nope, not working.
Miraculously followed you on tumblr though.


On Sat, Mar 2, 2013 at 5:42 PM, lord hackney  wrote:

> just testing my new email
>
> ...
> http://www.flickr.com/photos/lord_hackney/
> http://spylon.tumblr.com/
> 
>


Re: ICE test vector inside cone

2013-02-18 Thread Raffaele Fragapane
Sounds like this has gone some circuitous way... :)
If you have two vectors describing the cone their average is the the cone's
centripetal axis.

Take the two vectors, linearly interpolate them to 0.5. Lets call that C
Take your vector, measure its angle from the the one you got before (C)
Measure the Angle between your two cone vectors, call it a

Measure the angle between the vector you want to flag and C, if it's less
than a/2 the vector is inside, if equal the vector is part of the cone's
hull, if greater the vector is outside.

If you want the cone to have a base you can also throw in some basic trig,
but since this seems to be a vector outside range scenario, I imagine you
will want the cone to be of infinite height.

If you want it to be an "in potential reach" test, then it's not a cone
anymore, as the base isn't flat but rather a section of a sphere, in which
case before the above test also test that the length of your vector is
shorter than the length of the bone, or it will always be out of reach.


Re: ICE test vector inside cone

2013-02-18 Thread Miquel Campos
Thank you again :) I am continuing testing in my side. I will keep  you
posted too. :)



Miquel Campos
www.akaosaru.com



2013/2/18 Alok Gandhi 

> Nope parts are two different solutions part 1 for testing point inside
> cone and part 2 for getting distance between point and axis of the cone. I
> am going to set a small scene and check myself it this works (in theory it
> should).
>
> Will keep you posted.
>
>
> On Mon, Feb 18, 2013 at 12:23 PM, Miquel Campos 
> wrote:
>
>> First patr doesn't give the value that I was expecting.  Not sure If I
>> mistake something.
>>
>> Now I gone a try with part II
>>
>>
>> BTW: Part == approach ?? :P
>>
>> 
>>
>> Miquel Campos
>> www.akaosaru.com
>>
>>
>>
>> 2013/2/18 Miquel Campos 
>>
>>> Woah!  thanks for the super answer!  :D
>>>
>>> 
>>>
>>> Miquel Campos
>>> www.akaosaru.com
>>>
>>>
>>>
>>> 2013/2/18 Alok 
>>>
>>>>  Sorry , correction in the last line :
>>>>
>>>> Find the distance between point p3 and vector **L through ICE.
>>>>
>>>>
>>>>  On 18/02/2013 11:28 AM, Alok wrote:
>>>>
>>>> I did not get time go through Miquel's scene but here is way :-
>>>>
>>>> Refer to this diagram:
>>>>
>>>>
>>>> *
>>>> Part I (Finding whether the point is inside cone)*
>>>> This would be a better solution (found on web but the math seems right):
>>>>
>>>> S1 - Vector for one side of the cone  = Vector p1 - vector p2
>>>> S2 - Vector for the second side of the cone = Vector p1 - vector p4
>>>> p3 - Point Vector to test
>>>>
>>>> Take the vector S2-S1 and the vector p3-S1. Normalize them both to unit
>>>> length. Take their dot product. If this number is greater than or equal to
>>>> the ***cosine of the half-angle* at the apex of the cone, then the
>>>> point is inside the cone. (If it's exactly equal, then P3 is on the cone.)
>>>>
>>>> ** cosine of the half angle at the apex of cone: Can be easily found in
>>>> ICE by angle between vectors node for the vector (S1 & S2). Divide by 2 and
>>>> then take a cos  of that.
>>>>
>>>>
>>>> *Part II (Finding the distance of the point from the central line of
>>>> the cone)*
>>>> This one comes from me :)
>>>>
>>>> B = vector p4 - vector p2
>>>> p5 = 1 /2 of B
>>>>
>>>> L = p1 - p5
>>>>
>>>> Find the distance between point p3 and vector B through ICE.
>>>>
>>>> Cheers !
>>>>
>>>>
>>>>  On 18/02/2013 11:02 AM, Alan Fregtman wrote:
>>>>
>>>> Yes.
>>>>
>>>>  For a bone, we'd be considering a cone drawing it out the direction
>>>> of the X axis of the bone's transform, knowing only its angle. Is the given
>>>> global pos inside it? And if so, how far is it from the imaginary center
>>>> line of said cone?
>>>>
>>>>
>>>>
>>>> On Mon, Feb 18, 2013 at 10:54 AM, Alok  wrote:
>>>>
>>>>>  Do you have a ICE Scene setup ? You are wanting to test a point
>>>>> (represented as a pos vector) in a cone whose two inclined lines are
>>>>> defined by a vector, right ?
>>>>>
>>>>>   On 18/02/2013 10:45 AM, Miquel Campos wrote:
>>>>>
>>>>>  Hello,
>>>>>
>>>>>  I struggling to found a method for test if a vector is inside a cone
>>>>> defined by two other vectors. For example for know if a point of a bended
>>>>> arm, is the internal part  or the external of the elbow.
>>>>>
>>>>>  Alan send me this link the other day, but I did not success getting
>>>>> anything working in ICE:
>>>>> http://stackoverflow.com/questions/10768142/verify-if-point-is-inside-a-cone-in-3d-space
>>>>>
>>>>>  Someone have any idea?
>>>>>
>>>>>
>>>>>  Thank you for the help!!. :D
>>>>>
>>>>>  Miq
>>>>>  
>>>>>
>>>>> Miquel Campos
>>>>> www.akaosaru.com
>>>>>
>>>>>No virus found in this message.
>>>>> Checked by AVG - www.avg.com
>>>>> Version: 2012.0.2238 / Virus Database: 2639/5610 - Release Date:
>>>>> 02/17/13
>>>>>
>>>>>
>>>>>
>>>>  No virus found in this message.
>>>> Checked by AVG - www.avg.com
>>>> Version: 2012.0.2238 / Virus Database: 2639/5610 - Release Date:
>>>> 02/17/13
>>>>
>>>>
>>>>
>>>>
>>>
>>
>
>
> --
>
<><><><>

Re: ICE test vector inside cone

2013-02-18 Thread Alok Gandhi
Nope parts are two different solutions part 1 for testing point inside cone
and part 2 for getting distance between point and axis of the cone. I am
going to set a small scene and check myself it this works (in theory it
should).

Will keep you posted.

On Mon, Feb 18, 2013 at 12:23 PM, Miquel Campos wrote:

> First patr doesn't give the value that I was expecting.  Not sure If I
> mistake something.
>
> Now I gone a try with part II
>
>
> BTW: Part == approach ?? :P
>
> 
>
> Miquel Campos
> www.akaosaru.com
>
>
>
> 2013/2/18 Miquel Campos 
>
>> Woah!  thanks for the super answer!  :D
>>
>> 
>>
>> Miquel Campos
>> www.akaosaru.com
>>
>>
>>
>> 2013/2/18 Alok 
>>
>>>  Sorry , correction in the last line :
>>>
>>> Find the distance between point p3 and vector **L through ICE.
>>>
>>>
>>>  On 18/02/2013 11:28 AM, Alok wrote:
>>>
>>> I did not get time go through Miquel's scene but here is way :-
>>>
>>> Refer to this diagram:
>>>
>>>
>>> *
>>> Part I (Finding whether the point is inside cone)*
>>> This would be a better solution (found on web but the math seems right):
>>>
>>> S1 - Vector for one side of the cone  = Vector p1 - vector p2
>>> S2 - Vector for the second side of the cone = Vector p1 - vector p4
>>> p3 - Point Vector to test
>>>
>>> Take the vector S2-S1 and the vector p3-S1. Normalize them both to unit
>>> length. Take their dot product. If this number is greater than or equal to
>>> the ***cosine of the half-angle* at the apex of the cone, then the
>>> point is inside the cone. (If it's exactly equal, then P3 is on the cone.)
>>>
>>> ** cosine of the half angle at the apex of cone: Can be easily found in
>>> ICE by angle between vectors node for the vector (S1 & S2). Divide by 2 and
>>> then take a cos  of that.
>>>
>>>
>>> *Part II (Finding the distance of the point from the central line of
>>> the cone)*
>>> This one comes from me :)
>>>
>>> B = vector p4 - vector p2
>>> p5 = 1 /2 of B
>>>
>>> L = p1 - p5
>>>
>>> Find the distance between point p3 and vector B through ICE.
>>>
>>> Cheers !
>>>
>>>
>>>  On 18/02/2013 11:02 AM, Alan Fregtman wrote:
>>>
>>> Yes.
>>>
>>>  For a bone, we'd be considering a cone drawing it out the direction of
>>> the X axis of the bone's transform, knowing only its angle. Is the given
>>> global pos inside it? And if so, how far is it from the imaginary center
>>> line of said cone?
>>>
>>>
>>>
>>> On Mon, Feb 18, 2013 at 10:54 AM, Alok  wrote:
>>>
>>>>  Do you have a ICE Scene setup ? You are wanting to test a point
>>>> (represented as a pos vector) in a cone whose two inclined lines are
>>>> defined by a vector, right ?
>>>>
>>>>   On 18/02/2013 10:45 AM, Miquel Campos wrote:
>>>>
>>>>  Hello,
>>>>
>>>>  I struggling to found a method for test if a vector is inside a cone
>>>> defined by two other vectors. For example for know if a point of a bended
>>>> arm, is the internal part  or the external of the elbow.
>>>>
>>>>  Alan send me this link the other day, but I did not success getting
>>>> anything working in ICE:
>>>> http://stackoverflow.com/questions/10768142/verify-if-point-is-inside-a-cone-in-3d-space
>>>>
>>>>  Someone have any idea?
>>>>
>>>>
>>>>  Thank you for the help!!. :D
>>>>
>>>>  Miq
>>>>  
>>>>
>>>> Miquel Campos
>>>> www.akaosaru.com
>>>>
>>>>No virus found in this message.
>>>> Checked by AVG - www.avg.com
>>>> Version: 2012.0.2238 / Virus Database: 2639/5610 - Release Date:
>>>> 02/17/13
>>>>
>>>>
>>>>
>>>  No virus found in this message.
>>> Checked by AVG - www.avg.com
>>> Version: 2012.0.2238 / Virus Database: 2639/5610 - Release Date: 02/17/13
>>>
>>>
>>>
>>>
>>
>


--
<><><><>

Re: ICE test vector inside cone

2013-02-18 Thread Miquel Campos
Woah!  thanks for the super answer!  :D



Miquel Campos
www.akaosaru.com



2013/2/18 Alok 

>  Sorry , correction in the last line :
>
> Find the distance between point p3 and vector **L through ICE.
>
>
>  On 18/02/2013 11:28 AM, Alok wrote:
>
> I did not get time go through Miquel's scene but here is way :-
>
> Refer to this diagram:
>
>
> *
> Part I (Finding whether the point is inside cone)*
> This would be a better solution (found on web but the math seems right):
>
> S1 - Vector for one side of the cone  = Vector p1 - vector p2
> S2 - Vector for the second side of the cone = Vector p1 - vector p4
> p3 - Point Vector to test
>
> Take the vector S2-S1 and the vector p3-S1. Normalize them both to unit
> length. Take their dot product. If this number is greater than or equal to
> the ***cosine of the half-angle* at the apex of the cone, then the point
> is inside the cone. (If it's exactly equal, then P3 is on the cone.)
>
> ** cosine of the half angle at the apex of cone: Can be easily found in
> ICE by angle between vectors node for the vector (S1 & S2). Divide by 2 and
> then take a cos  of that.
>
>
> *Part II (Finding the distance of the point from the central line of the
> cone)*
> This one comes from me :)
>
> B = vector p4 - vector p2
> p5 = 1 /2 of B
>
> L = p1 - p5
>
> Find the distance between point p3 and vector B through ICE.
>
> Cheers !
>
>
>  On 18/02/2013 11:02 AM, Alan Fregtman wrote:
>
> Yes.
>
>  For a bone, we'd be considering a cone drawing it out the direction of
> the X axis of the bone's transform, knowing only its angle. Is the given
> global pos inside it? And if so, how far is it from the imaginary center
> line of said cone?
>
>
>
> On Mon, Feb 18, 2013 at 10:54 AM, Alok  wrote:
>
>>  Do you have a ICE Scene setup ? You are wanting to test a point
>> (represented as a pos vector) in a cone whose two inclined lines are
>> defined by a vector, right ?
>>
>>   On 18/02/2013 10:45 AM, Miquel Campos wrote:
>>
>>  Hello,
>>
>>  I struggling to found a method for test if a vector is inside a cone
>> defined by two other vectors. For example for know if a point of a bended
>> arm, is the internal part  or the external of the elbow.
>>
>>  Alan send me this link the other day, but I did not success getting
>> anything working in ICE:
>> http://stackoverflow.com/questions/10768142/verify-if-point-is-inside-a-cone-in-3d-space
>>
>>  Someone have any idea?
>>
>>
>>  Thank you for the help!!. :D
>>
>>  Miq
>>  
>>
>> Miquel Campos
>> www.akaosaru.com
>>
>>No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2012.0.2238 / Virus Database: 2639/5610 - Release Date: 02/17/13
>>
>>
>>
>  No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.2238 / Virus Database: 2639/5610 - Release Date: 02/17/13
>
>
>
>
<><><><>

Re: ICE test vector inside cone

2013-02-18 Thread Alok

  
  
Sorry , correction in the last line :
  
  Find the distance between point p3 and vector **L through ICE.
  
  

  On 18/02/2013 11:28 AM, Alok wrote:


  
  I did not get time go through
Miquel's scene but here is way :-

Refer to this diagram:



Part I (Finding whether the point is inside cone)
This would be a better solution (found on web but the math seems
right):

S1 - Vector for one side of the cone  = Vector p1 - vector p2
S2 - Vector for the second side of the cone = Vector p1 - vector
p4
p3 - Point Vector to test

Take the vector S2-S1 and the vector p3-S1. Normalize them both
to unit length. Take their dot product. If this number is
greater than or equal to the **cosine of the half-angle
at the apex of the cone, then the point is inside the cone. (If
it's exactly equal, then P3 is on the cone.)

** cosine of the half angle at the apex of cone: Can be easily
found in ICE by angle between vectors node for the vector (S1
& S2). Divide by 2 and then take a cos  of that.


Part II (Finding the distance of the point from the
central line of the cone)
This one comes from me :)

B = vector p4 - vector p2
p5 = 1 /2 of B

L = p1 - p5

Find the distance between point p3 and vector B through ICE.

Cheers !


  
On 18/02/2013 11:02 AM, Alan Fregtman wrote:
  
  
Yes.
  
  
  For a bone, we'd be considering a cone drawing it out the
direction of the X axis of the bone's transform, knowing
only its angle. Is the given global pos inside it? And if
so, how far is it from the imaginary center line of said
cone?
  
  


  
  On Mon, Feb 18, 2013 at 10:54 AM,
Alok <alok.gan...@modusfx.com>
wrote:

  
Do you have a ICE Scene setup ? You are wanting to
  test a point (represented as a pos vector) in a cone
  whose two inclined lines are defined by a vector,
  right ?
  

  
 On 18/02/2013 10:45 AM, Miquel
  Campos wrote:

  


  

  Hello,
  
  
  I struggling to found a method for test if a
vector is inside a cone defined by two other
vectors. For example for know if a point of a
bended arm, is the internal part  or the
external of the elbow.
  
  
  Alan send me this link the other day, but I
did not success getting anything working in ICE:
 http://stackoverflow.com/questions/10768142/verify-if-point-is-inside-a-cone-in-3d-space
  
  
  Someone have any idea?
  
  
  
  
  Thank you for the help!!. :D
  
  
  Miq
  

  
  Miquel Campos
  www.akaosaru.com
  


  

  

  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5610 -
Release Date: 02/17/13


  

  
  

No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5610 - Release
  Date: 02/17/13
  
  


  



Re: ICE test vector inside cone

2013-02-18 Thread Alok

  
  
I did not get time go through Miquel's
  scene but here is way :-
  
  Refer to this diagram:
  
  
  
  Part I (Finding whether the point is inside cone)
  This would be a better solution (found on web but the math seems
  right):
  
  S1 - Vector for one side of the cone  = Vector p1 - vector p2
  S2 - Vector for the second side of the cone = Vector p1 - vector
  p4
  p3 - Point Vector to test
  
  Take the vector S2-S1 and the vector p3-S1. Normalize them both to
  unit length. Take their dot product. If this number is greater
  than or equal to the **cosine of the half-angle at the
  apex of the cone, then the point is inside the cone. (If it's
  exactly equal, then P3 is on the cone.)
  
  ** cosine of the half angle at the apex of cone: Can be easily
  found in ICE by angle between vectors node for the vector (S1
  & S2). Divide by 2 and then take a cos  of that.
  
  
  Part II (Finding the distance of the point from the central
  line of the cone)
  This one comes from me :)
  
  B = vector p4 - vector p2
  p5 = 1 /2 of B
  
  L = p1 - p5
  
  Find the distance between point p3 and vector B through ICE.
  
  Cheers !
  
  

  On 18/02/2013 11:02 AM, Alan Fregtman wrote:


  
  Yes.


For a bone, we'd be considering a cone drawing it out the
  direction of the X axis of the bone's transform, knowing only
  its angle. Is the given global pos inside it? And if so, how
  far is it from the imaginary center line of said cone?


  
  

On Mon, Feb 18, 2013 at 10:54 AM, Alok
  <alok.gan...@modusfx.com>
  wrote:
  

  Do you have a ICE Scene setup ? You are wanting to
test a point (represented as a pos vector) in a cone
whose two inclined lines are defined by a vector, right
?

  

   On 18/02/2013 10:45 AM, Miquel Campos
wrote:
  

  
  

  
Hello,


I struggling to found a method for test if a
  vector is inside a cone defined by two other
  vectors. For example for know if a point of a
  bended arm, is the internal part  or the external
  of the elbow.


Alan send me this link the other day, but I did
  not success getting anything working in ICE:  http://stackoverflow.com/questions/10768142/verify-if-point-is-inside-a-cone-in-3d-space


Someone have any idea?




Thank you for the help!!. :D


Miq

  

Miquel Campos
www.akaosaru.com

  
  

  

  

No virus found in this message.
  Checked by AVG - www.avg.com
  Version: 2012.0.2238 / Virus Database: 2639/5610 -
  Release Date: 02/17/13
  
  

  


  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5610 - Release Date:
02/17/13


  



Re: ICE test vector inside cone

2013-02-18 Thread Alan Fregtman
Yes.

For a bone, we'd be considering a cone drawing it out the direction of the
X axis of the bone's transform, knowing only its angle. Is the given global
pos inside it? And if so, how far is it from the imaginary center line of
said cone?



On Mon, Feb 18, 2013 at 10:54 AM, Alok  wrote:

>  Do you have a ICE Scene setup ? You are wanting to test a point
> (represented as a pos vector) in a cone whose two inclined lines are
> defined by a vector, right ?
>
>  On 18/02/2013 10:45 AM, Miquel Campos wrote:
>
> Hello,
>
>  I struggling to found a method for test if a vector is inside a cone
> defined by two other vectors. For example for know if a point of a bended
> arm, is the internal part  or the external of the elbow.
>
>  Alan send me this link the other day, but I did not success getting
> anything working in ICE:
> http://stackoverflow.com/questions/10768142/verify-if-point-is-inside-a-cone-in-3d-space
>
>  Someone have any idea?
>
>
>  Thank you for the help!!. :D
>
>  Miq
>  
>
> Miquel Campos
> www.akaosaru.com
>
>   No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2012.0.2238 / Virus Database: 2639/5610 - Release Date: 02/17/13
>
>
>
<>

Re: ICE test vector inside cone

2013-02-18 Thread Alok

  
  
Do you have a ICE Scene setup ? You are
  wanting to test a point (represented as a pos vector) in a cone
  whose two inclined lines are defined by a vector, right ?
  

  On 18/02/2013 10:45 AM, Miquel Campos wrote:


  
  Hello,
  
  
  I struggling to found a method for test if a vector is inside
a cone defined by two other vectors. For example for know if a
point of a bended arm, is the internal part  or the external of
the elbow.
  
  
  Alan send me this link the other day, but I did not success
getting anything working in ICE:  http://stackoverflow.com/questions/10768142/verify-if-point-is-inside-a-cone-in-3d-space
  
  
  Someone have any idea?
  
  
  
  
  Thank you for the help!!. :D
  
  
  Miq
  

  
  Miquel Campos
  www.akaosaru.com
  


  

  
  No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2238 / Virus Database: 2639/5610 - Release Date:
02/17/13


  



Re: test

2012-10-09 Thread Keith Fallon
Thank you Mr. Chris and Mr. Dan.
:)

On Mon, Oct 8, 2012 at 6:29 PM, Dan Yargici  wrote:

> Well I never!  Good day sir!
>  On 8 Oct 2012 13:27, "Keith Fallon"  wrote:
>
>>
>>


Re: test

2012-10-08 Thread Chris Chia
Welcome Keith

Chris

On 8 Oct, 2012, at 7:36 PM, "Keith Fallon"  wrote:

> 
<>

Re: unscientific rendering test

2012-09-18 Thread Leoung O'Young

No I haven't, probably does but  I don't know by how much

On 9/18/2012 1:23 PM, Orlando Esponda wrote:
Out of curiosity, have you tried you're i7 (6 cores) without 
overclock?  Does overclock really helps to speed up render times?



On Tue, Sep 18, 2012 at 11:43 AM, Leoung O'Young 
mailto:digim...@digimata.com>> wrote:


For anyone interested

Rough numbers in a rendering test with different CPUs

XSI /Mental Ray

Dual CPU AMD 6272  32 cores 32 gb ram 3:50 minutes
Intel i7 3930 6 cores/ 12 threads overclock 4.2 ghz  32 gb ram 4:
42 minutes
Intel i7 3770  4 cores/8 threads 12gb ram   7:21 minutes
Intel i7 2600  4 cores/8 threads   12 gb ram   7:58 minutes
Intel i7  870   4 cores/8 threads  12 gb ram 10:06  minutes..


L.



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Barth


IMPRINT:
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Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: 
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Registration Number: HRB 26501, Chief Executive Officers: Frank 
Lenhard, Tino Barth



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Re: unscientific rendering test

2012-09-18 Thread Orlando Esponda
Out of curiosity, have you tried you're i7 (6 cores) without overclock?
Does overclock really helps to speed up render times?


On Tue, Sep 18, 2012 at 11:43 AM, Leoung O'Young wrote:

> For anyone interested
>
> Rough numbers in a rendering test with different CPUs
>
> XSI /Mental Ray
>
> Dual CPU AMD 6272  32 cores 32 gb ram 3:50 minutes
> Intel i7 3930 6 cores/ 12 threads overclock 4.2 ghz  32 gb ram 4: 42
> minutes
> Intel i7 3770  4 cores/8 threads 12gb ram   7:21 minutes
> Intel i7 2600  4 cores/8 threads   12 gb ram   7:58 minutes
> Intel i7  870   4 cores/8 threads  12 gb ram 10:06  minutes..
>
>
> L.
>

-- 
--
IMPRESSUM:
PiXABLE STUDIOS GmbH & Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857,
Komplementärin: Lenhard & Barth Verwaltungsgesellschaft mbH, Sitz: Dresden,
Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth

IMPRINT:
PiXABLE STUDIOS GmbH & Co.KG, Domicile: Dresden, Court of Registery: 
Dresden,
Company Registration Number: HRA 6857, General Partner: Lenhard & Barth
Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: 
Dresden, Company
Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, 
Tino Barth


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Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte 
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unscientific rendering test

2012-09-18 Thread Leoung O'Young

For anyone interested

Rough numbers in a rendering test with different CPUs

XSI /Mental Ray

Dual CPU AMD 6272  32 cores 32 gb ram 3:50 minutes
Intel i7 3930 6 cores/ 12 threads overclock 4.2 ghz  32 gb ram 4: 42 minutes
Intel i7 3770  4 cores/8 threads 12gb ram   7:21 minutes
Intel i7 2600  4 cores/8 threads   12 gb ram   7:58 minutes
Intel i7  870   4 cores/8 threads  12 gb ram 10:06  minutes..


L.


Re: test

2012-08-04 Thread Rob Wuijster

nope... nothing


Rob

\/-\/\/

On 4-8-2012 12:15, Christian wrote:




-
No virus found in this message.
Checked by AVG - www.avg.com
Version: 2012.0.2197 / Virus Database: 2437/5175 - Release Date: 08/03/12







test

2012-08-04 Thread Christian





Re: test

2012-07-18 Thread Len Krenzler

Fine signal so far :)

On 7/18/2012 3:02 PM, Daniel Brassard wrote:
Sorry for the noise! 





test

2012-07-18 Thread Daniel Brassard
Sorry for the noise!


Re: Test...

2012-07-15 Thread James G. Jones

Ow! My neck!

On Sun, 15 Jul 2012 13:40:39 -0700, Bradley Gabe   
wrote:



˙noʎ ʞuɐɥʇ 'ʍou ǝɹǝɥ ǝuıɟ ןןɐ ǝɹ,ǝʍ ˙ǝuıɟ ǝɹ,ǝʍ ˙ʍou ʇɥbıɹ ןןɐ ʎןʇɔǝɟɹǝd
s,buıɥʇʎɹǝʌǝ ˙˙˙ɥn ʇnq 'uoıʇɔunɟןɐɯ suodɐǝʍ ʇɥbıןs ɐ pɐɥ ǝʍ 'ɥn

On Sun, Jul 15, 2012 at 3:19 PM, Dan Yargici   
wrote:



Hello?




Re: Test...

2012-07-15 Thread Bradley Gabe
˙noʎ ʞuɐɥʇ 'ʍou ǝɹǝɥ ǝuıɟ ןןɐ ǝɹ,ǝʍ ˙ǝuıɟ ǝɹ,ǝʍ ˙ʍou ʇɥbıɹ ןןɐ ʎןʇɔǝɟɹǝd
s,buıɥʇʎɹǝʌǝ ˙˙˙ɥn ʇnq 'uoıʇɔunɟןɐɯ suodɐǝʍ ʇɥbıןs ɐ pɐɥ ǝʍ 'ɥn

On Sun, Jul 15, 2012 at 3:19 PM, Dan Yargici  wrote:

> Hello?


test

2012-07-06 Thread Jamie Franks


  

NYC Free Entertainment Creation Suites Test Drive

2012-06-20 Thread Chris Covelli
Hey Guys,

Great Eastern Technology is sponsoring another event next week at the NY
Autodesk Office.  The presenter is a Maya guy but it looks like he will be
going over a CrowdFX/Motionbuilder workflow.

http://greateasterntech.com/events-a-news/61-nyc-free-entertainment-creation-suites-test-drive-628-10am

"Registration is REQUIRED, due to limited space,  and there is no cost to
attend.  Attendees are encouraged to download the suites trial version on
their own laptops, prior to the test drive, so they can follow along ."

Sounds pretty cool.

-Chris

-- 
Chris Covelli
http://kylevargas.net/


Re: Test

2012-05-31 Thread Alan Fregtman
That's a good Beastie Boys song.

"check-check-check-che-check it out,
wha-wha-wha-what-what's it all about,
..."

http://www.azlyrics.com/lyrics/beastieboys/chcheckitout.html

:p

On Thu, May 31, 2012 at 2:14 PM, Scott Lange wrote:

> check ...check...check
>
> ** **
>
> *Scott Lange***
>


Test

2012-05-31 Thread Scott Lange
check ...check...check

 

Scott Lange



Re: Test

2012-05-31 Thread Sebastian Kowalski

jep, same here.


Am 31.05.2012 um 16:41 schrieb Vladimir Koylazov:

I got the bounce message too and I'm not using a gmail address for  
this list... which means that maybe Google is not the problem.


Best regards,
Vlado

On 5/31/2012 4:38 PM, Rob Chapman wrote:

Hi Stephen is there anyway to get the bounce message received by the
mailing list from Google so we can at least ask Google whats up?
Looking at the google help forums anytime this kind of situation  
crops

up they simply ask for the original bounce message - which we dont
receive. then they deal with it from there.


This is the 2nd bounce warning telling me that my account has been
disabled that Ive just received now from
softimage-ow...@listproc.autodesk.com  :/   something is definitely  
up

and it would be great to know that someone is trying to get to the
bottom of it rather than vaguely blaming Google for 'changing things
all the time'.

Thanks

Rob

On 30 May 2012 19:32, Stephen Blair  wrote:

My turn to test.

From: Ajit Menon
Sent: Tuesday, May 29, 2012 2:49 PM
To: softimage@listproc.autodesk.com
Subject: Re: Test

Testing a test... ?
please don't blow my computer :)

On Tue, May 29, 2012 at 2:06 PM, Thomas Helzle>

wrote:

Always happy to help ;-)


On 29 May 2012 12:46, Szabolcs Matefy  wrote:
Thanks to Thomas Helzle, my old computer burned…this is another  
test from

my new computer :D



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

Sent: Tuesday, May 29, 2012 11:04 AM
To: softimage@listproc.autodesk.com
Subject: Re: Test



I hereby notify you that I received this email by mistake and will
destroy the receiving machine in 10...9...8...7..



On 29 May 2012 08:41, Szabolcs Matefy   
wrote:


It’s a test

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