" for Topology there is no SDK access" does this mean none existent or
locked ? and..Why ? if Matt wants to create custom nodes, are the
limitation inherent to ice, or is ice like the standard SDK locked in
certain areas ?


On 15 May 2013 20:25, Matt Lind <ml...@carbinestudios.com> wrote:

> That’s what I was afraid of.****
>
> ** **
>
> I remember your findings from a while ago, which was part of my incentive
> to pursue this route.  500ms vs. 20ms is quite significant (2500%). In my
> case it would be the difference between acceptable performance and
> unacceptable performance.****
>
> ** **
>
> I’m OK with having to break this down into a small handful of nodes (~10),
> but I’m not OK with having to use 300 or so as is currently the case.****
>
> ** **
>
> On the kinematics front, I’d like to compute the local transform of one
> object relative to another and spit out the result as a 4x4 matrix.  That
> alone would eliminate 50 nodes from the tree for each instance which the
> functionality is needed.  Another node to convert a UV location from
> non-uniform to uniform parameterized space would eliminate a significant
> number of nodes too, and that’s really the bottleneck at this point because
> doing searches and reverse lookups using the factory nodes is quite
> cumbersome and impractical.****
>
> ** **
>
> ** **
>
> ** **
>
> Matt****
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Ahmidou Lyazidi
> *Sent:* Wednesday, May 15, 2013 3:07 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: custom ICENode - questions and request for example source
> code****
>
> ** **
>
> From my small experience about this, you can't make a custom topology or
> kinematics "node", you make a node that abstract the more or less complex
> computation, then you feed the topology nodes (or a matrix in the case of
> kinematics).****
>
> As you stated you can't use locators, or location queries in a custom ice
> node, so if you need them the workflow is to break you ice node in smaller
> parts.****
>
> About the preformance sometimes it's faster, sometimes quite the same. I
> made a parallel transport frame node, the gain was only 15% but the setup
> faster.****
>
> This node seems to perform way faster:****
>
>
> http://shaderop.com/2011/07/cubic-bezier-curve-node-for-softimage-ice/index.html
> ****
>
> A****
>
> ** **
>
>
> ****
>
> -----------------------------------------------
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos****
>
> ** **
>
> 2013/5/15 Matt Lind <ml...@carbinestudios.com>****
>
> well, let's answer the questions first:****
>
>  ****
>
> 1) Does anybody have source code they are willing to share for custom ICE
> Nodes that deal with topology and/or geometry?****
>
>  ****
>
> 2) Does the lack of reference, location, and execute ports for custom ICE
> nodes mean I cannot cast a location search from inside an ICE node?****
>
>  ****
>
>  ****
>
>  ****
>
> To answer your question:****
>
>  ****
>
> Imagine two nulls and two NURBS Surfaces.  the task is to find the nearest
> location from the first null to the first surface.  At that location, build
> an orthonormal basis and compute the local transform of the null relative
> to that basis.  Then reconstruct that relationship by applying it to the
> 2nd null relative to the 2nd surface assuming both surfaces use uniform
> parameterization, not non-uniform as is the softimage default.  Version 2:
> extend to operate on vertices of polygon meshes instead of nulls.  I have a
> working version, but it is slow and not very stable.****
>
>  ****
>
> The problem I'm encountering is it simply takes too many factory nodes to
> be able to work efficiently. Each node has a certain amount of overhead
> regardless of what it does. Plus, the support for NURBS in ICE is rather
> abysmal. I have to construct my own orthonormal basis plus implement my own
> algorithm to convert from non-uniform parameterization to uniform
> parameterization.  Both are doable, but take very many nodes to do it
> (including support for edge cases) making the whole effort rather clumsy at
> best. The parameterization conversion is expensive as it involves sorting
> and searching (while/repeat/counter nodes).  When applying the ICE Compound
> to a polygon mesh with 5,000+ vertices.....it gets the job done, but
> chugs.  ****
>
>  ****
>
> I have a version of this tool written as a scripted operator, and it
> performs really well because it has better SDK support and the
> sorting/searching can be better optimized.  But one shortcoming of scripted
> operators is they self-delete if an input goes missing (which often happens
> on scene load or model import when the content has been modifed
> externally).  This in turn causes content using the operator to malfunction
> generating bug reports which are sent to artists to fix.  Unfortunately
> most artists weren't around when the content was created years ago, so they
> have no idea what's wrong, what the expected output is supposed to look
> like, or how to fix it.  Often an asset has to be retired and replaced.
> This is my motivation for rewriting the tool as a custom ICE node as ICE is
> much more graceful when it's inputs don't exist - it just turns red and
> sits patiently until conditions improve.  This gives artists a chance to
> fix the problem without having to sweat the details because they can read
> the GetData node to see what's missing, then find and repair it.  I'm
> trying to make the content in our pipeline more durable.****
>
>  ****
>
> So...I'm looking for code samples of how to deal with topology and
> geometry in ICE.  So far I have not found any.****
>
>  ****
>
>  ****
>
> Matt****
>
>  ****
>
>  ****
>
>  ****
>
>  ****
>
>  ****
>
>  ****
> ------------------------------
>
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele Fragapane [
> raffsxsil...@googlemail.com]
> *Sent:* Tuesday, May 14, 2013 9:00 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: custom ICENode - questions and request for example source
> code****
>
> Yeah, same hunch here.****
>
> Unless the performance expectations are in the multiple characters
> real-time concurrently, in which case I think neither way is gonna get
> there usually.****
>
> ** **
>
> On Wed, May 15, 2013 at 1:04 PM, Ciaran Moloney <moloney.cia...@gmail.com>
> wrote:****
>
> I'm sorta , kinda sure that's a dead end for a custom node. You might be
> better off optimizing your ICE tree. It doesn't sound like such a complex
> problem, care to share? ****
>
> ** **
>
> On Wed, May 15, 2013 at 2:41 AM, Matt Lind <ml...@carbinestudios.com>
> wrote:****
>
> I’ve been looking at the ICE SDK as a start to the process of writing
> custom ICE Nodes in C++.  I need to write topology generators, modifiers
> and deformation nodes.  So far all the source code I’ve seen supplied with
> Softimage only deal with particle clouds or primitive data such as
> converting integers to scalars.  Does anybody have source code for working
> with the Softimage SDK inside an ICE Node to modify
> topology/geometry?.....or Kinematics?   Example:  creating a polygon mesh
> from scratch, adding/removing subcomponents, dealing with clusters, etc…  I
> ask this partly because the ICE SDK docs say to not use the object
> model….which leads to the question – how do I do anything?****
>
>  ****
>
>  ****
>
>  ****
>
>  ****
>
> While also browsing the SDK docs, I saw in the ‘limitations’ section that
> custom ICE Nodes cannot define reference, location, or execute ports.
> Since I am very interested in working with locations, does this mean I
> cannot do queries for locations from inside the ICE Node?  Or does it only
> mean I cannot send/receive locations from other ICE nodes?****
>
>  ****
>
> Example:****
>
>  ****
>
> I need to write an ICE Node which takes a polygon mesh and 2 NURBS
> Surfaces as inputs, and whose output is the deformation of a 2nd polygon
> mesh.  To accomplish this feat requires the use of point Locators to map
> the relationship between the first polygon mesh’s points relative to the
> first surface, then re-interpret that information to deform the points of
> the 2nd polygon mesh in relation to the 2nd surface.  You can assume the
> two polygon meshes and two surfaces have identical topology.  I need to
> write this as a custom ICE node because it is prohibitively expensive to
> use the factory nodes (too many nodes/workarounds required leading to
> severe performance degradation).****
>
>  ****
>
> I’d like to be able to do a point locator query from inside the custom ICE
> node for performance (and convenience) reasons.  Sample code would be a big
> help.****
>
>  ****
>
>  ****
>
> Anybody?****
>
>  ****
>
>  ****
>
> Matt****
>
>  ****
>
>  ****
>
> ** **
>
>
>
>
> --
> Our users will know fear and cower before our software! Ship it! Ship it
> and let them flee like the dogs they are!****
>
> ** **
>

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