Re: PointLocators in ICE

2013-06-11 Thread Raffaele Fragapane
locators are more or less that, barycentric coordinates coupled with a facet index kinda thing. Why they are not exposed atomically isn't 100% clear. It might be some eval issues with those atoms if they were to be exposed, just lack of foresight in the implementation somewhere back then, simply so

PointLocators in ICE

2013-06-11 Thread Vincent Fortin
Figured I'd start a new thread. This has been arousing my curiosity for a while and I need your wisdom :-) In Houdini I build locations by providing a polygon index and what is called a "uv parametric location". The term uv is misleading here. All it is, is a coordinate on each polygon plane. Sof

Re: getting subsurface index

2013-06-11 Thread Vincent Fortin
I understand the problem, I had to work with combined curves and found difficult (impossible?) to access subcurves. Looks like an area of ICE that could be improved a lot by exposing the right attribute. Good luck and keep us posted with your discoveries. On Tue, Jun 11, 2013 at 5:10 PM, Matt Lin

Re: placing random sized shapes in ICE

2013-06-11 Thread John Clausing
These are bits of textured geometryunfortunately rather specific shaped bits of geometry, though simple rectangular-ish boxes. I thought it might be tough :) I might try emitting in em flock to use the particle avoidance, and use their initial positions on another cloud to emit the instance

Re: placing random sized shapes in ICE

2013-06-11 Thread Raffaele Fragapane
Finding the distance across a parametric surface is a miminization problem (there is no direct solution to just go from this point give me a point at this distance along this axis, you have to integrate your way to it), and setting rectangles flush within boundaries is a packing problem, which is a

placing random sized shapes in ICE

2013-06-11 Thread john clausing
hello all, i need to place particle instances.on a surface. each of 5 instances in a group are rectangular, but of different lengths. like boards in a floor. there can be no gaps. i can do this with similarly sized rectangles but fail in arranging these randomly and sensing their sizes/shap

RE: getting subsurface index

2013-06-11 Thread Matt Lind
BTW - you get the UVW coordinates from the polygon node index array returned from the PointLocator. The UVW coordinates are stored in a ClusterProperty of type 'uvspace'. You need to use the Polygon Node Indices returned from the PointLocator to look them up in the uvspace property. Matt

RE: getting subsurface index

2013-06-11 Thread Matt Lind
You only need that method when comparing PointLocators across multiple subsurfaces to make decisions. In my case I only need the nearest location on the surface mesh. NURBSSurfaceMesh.GetClosestSurfacePosition2() returns the subsurface index as part of the PointLocator object. In the case of

Re: getting subsurface index

2013-06-11 Thread Vincent Fortin
Looks like this methodwould be useful to you if it was implemented in ICE. It'd be perfect with t

Re: Voronoi, but only on surface, no thickness

2013-06-11 Thread olivier jeannel
Great idea ! Le 11/06/2013 19:16, Renaud Bousquet a écrit : Hi, Could this one be helpful? http://www.si-community.com/community/viewtopic.php?f=19&t=2262 cheers, Renaud On 11/06/2013 1:05 PM, olivier jeannel wrote: Nope, sorry can't use that. I need 1 sided poly, but thanks Adam ! Le 11/06

Re: Voronoi, but only on surface, no thickness

2013-06-11 Thread Renaud Bousquet
Hi, Could this one be helpful? http://www.si-community.com/community/viewtopic.php?f=19&t=2262 cheers, Renaud On 11/06/2013 1:05 PM, olivier jeannel wrote: Nope, sorry can't use that. I need 1 sided poly, but thanks Adam ! Le

Re: Voronoi, but only on surface, no thickness

2013-06-11 Thread olivier jeannel
Nope, sorry can't use that. I need 1 sided poly, but thanks Adam ! Le 11/06/2013 18:27, Adam Sale a écrit : what if you were to boolean the surface with a pushed copy of the original, to get a thin shell, and then fracture the result? On Tue, Jun 11, 2013 at 9:14 AM, Matt Morris

RE: Rendering crowds on a farm

2013-06-11 Thread Manny Papamanos
This is a known issue and well documented. >From my tests at the time, I would repro this if I rendered on several >computers with 'xsibatch -render' and the "-skip" flag. If your render management app is using the same flag internally, it will have the same issue. However, there was no issue w

Re: Voronoi, but only on surface, no thickness

2013-06-11 Thread olivier jeannel
Hey Matt, Thank you ! I just throwed the question here before I give any try. Might be as easy as you say ^^; Le 11/06/2013 18:14, Matt Morris a écrit : one of those guys (momentum/kratos) I'm sure creates clusters for the surface object and clusters for the inner faces - select cluster and d

Re: Voronoi, but only on surface, no thickness

2013-06-11 Thread Adam Sale
what if you were to boolean the surface with a pushed copy of the original, to get a thin shell, and then fracture the result? On Tue, Jun 11, 2013 at 9:14 AM, Matt Morris wrote: > one of those guys (momentum/kratos) I'm sure creates clusters for the > surface object and clusters for the inner

Re: Voronoi, but only on surface, no thickness

2013-06-11 Thread Matt Morris
one of those guys (momentum/kratos) I'm sure creates clusters for the surface object and clusters for the inner faces - select cluster and delete? On 11 June 2013 17:09, olivier jeannel wrote: > Hi people, > > i was wondering if there is a simple way to fracture (voronoi or else) an > object b

Thunder Moon post mortem in the context of Softimage

2013-06-11 Thread Eric Cosky
Hi, I thought a few people in the list might be interested in a little bit about how I use Softimage as the core of the 3d asset pipeline I have created for my game engine. A mini post mortem, if you will. I'm always promoting Softimage in the various social spaces I hang out in, giving advice

Voronoi, but only on surface, no thickness

2013-06-11 Thread olivier jeannel
Hi people, i was wondering if there is a simple way to fracture (voronoi or else) an object but without any thickness. For example when you shatter an object with the old Kratos, it gives you big fat volumic chunks . What if I want only the surface ? I'd like to prepare a pealing effect. Hop

Rendering crowds on a farm

2013-06-11 Thread Andi Farhall
Hello, having got completely stuffed by crowd texturing and FBX exporting i've taken the fairly drastic measure of not using textured characters and just using a coloured shader, and also reverted to the conventional point cache way of caching rather than using fbx which is much simpler and much

Re: import pointcloud data

2013-06-11 Thread olivier jeannel
There you go : https://www.dropbox.com/s/7ajcaq8ai3rueu4/Xport_Icecache.rar The cache is in /Simulation/ and the scene in /scene/ Le 11/06/2013 11:22, Doeke Wartena a écrit : yeah i will keep it up to date here. I think i will do it without the oni format so it's a bit less limited to kinect.

Re: import pointcloud data

2013-06-11 Thread Doeke Wartena
yeah i will keep it up to date here. I think i will do it without the oni format so it's a bit less limited to kinect. Could some people send me some different Icecache files so i have some examples to look at. 2013/6/11 olivier jeannel > Oni Split maybe ? > http://wiki.oni2.net/OniSplit > sa

Re: import pointcloud data

2013-06-11 Thread olivier jeannel
Oni Split maybe ? http://wiki.oni2.net/OniSplit says : |-extract:dae | Extracts 3D data in .oni file (or all M3GM, ONWC and ONCC instances in a .dat) into Collada DAE files It's possible to get collada in softimage Le 11/06/2013 10:37, olivier jeannel a écrit : I love that idea :) Could you

Re: import pointcloud data

2013-06-11 Thread olivier jeannel
I love that idea :) Could you keep us posted on that if you manage to get something working? In that forum, there is a similar (I think) discussion http://forum.openframeworks.cc/index.php?topic=10514.0 that link to this : https://github.com/roymacdonald/kinectToTexturedOBJ seems to convert .oni

No anti aliasing while navigating?

2013-06-11 Thread Christian Gotzinger
Hi list, I turned on the High Quality viewport in SI 2014 in my scene to get anti-aliasing. But the anti-aliasing only works when the camera is stationary. As soon as start navigating, I get the old pixelated mess. I want it to be enabled all the time, not just when I stop navigating. What gives?