Thanks guys for your answers. That pretty much confirms my suspicions about
locations in ICE. Oh well, hopefully I can make it to the next beta and
make a few suggestions.

Another approach that would serve the same purpose in some cases is to be
able to use texturing UVs to drive the location. Kinda like a UV to
Location but for polygons. Beating a dead horse for sure but this stuff is
so mysterious I can't help wondering...


On Wed, Jun 12, 2013 at 4:18 AM, Ahmidou Lyazidi <ahmidou....@gmail.com>wrote:

> Being able to store them as static ice atttribute and eventuallycache them
> would be usefull too !
> I'm also curious about why we don't have a deeper access to locations,
> could some SI dev elaborate about that?
> Is there still rooms for improvement?
>
> Cheers.
>
> -----------------------------------------------
> Ahmidou Lyazidi
> Director | TD | CG artist
> http://vimeo.com/ahmidou/videos
> http://www.cappuccino-films.com
>
>
> 2013/6/12 Vladimir Jankijevic <vladi...@elefantstudios.ch>
>
>> +100
>> It would be great to have access to this data. The ability to build my
>> own locations would be useful sometimes :)
>> It's a shame we haven't seen any development in that area :(
>>
>>
>> On Wed, Jun 12, 2013 at 1:37 AM, Raffaele Fragapane <
>> raffsxsil...@googlemail.com> wrote:
>>
>>> 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 something
>>> missing that might one day come, or they might look up additional data of
>>> sorts (accelstruct?) and can't be decoupled from that.
>>>
>>> Regardless, they can't be cracked open that I know of, not to read from
>>> them more granular-ly, nor to write directly into or over one.
>>>
>>>
>>> On Wed, Jun 12, 2013 at 1:46 PM, Vincent Fortin <vfor...@gmail.com>wrote:
>>>
>>>> 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.
>>>>
>>>> Softimage's sdk calls it "subtriangle barycentric weights". So along
>>>> with the polygon index and the vertex indices I managed to build my
>>>> location in python. I didn't test this thoroughly but I seem to be getting
>>>> an equivalent to what I'm used to in Houdini.
>>>>
>>>> With regard to recreate this in ICE:
>>>> 1) Do we have access to the necessary data? (that is, polygon index,
>>>> subtriangle indices and the normalized weights on the triangle?)
>>>> 2) How would we go about assembling it?
>>>>
>>>> I understand this all sounds a bit abstract. Like everyone I use
>>>> locations a lot in ICE, they're amazing and manipulating them is easy.
>>>> Maybe there is no need for exposing lower-level functionalities.
>>>> I'm merely experimenting here to see how far I can push them. An
>>>> example would be to access those barycentric coordinates and, say, slide a
>>>> particle on a polygon without having to resort to the Get Closest Location
>>>> node.
>>>>
>>>> Thoughts?
>>>>
>>>>
>>>
>>>
>>> --
>>> Our users will know fear and cower before our software! Ship it! Ship it
>>> and let them flee like the dogs they are!
>>>
>>
>>
>>
>> --
>> ---------------------------------------
>> Vladimir Jankijevic
>> Technical Direction
>>
>> Elefant Studios AG
>> Lessingstrasse 15
>> CH-8002 Zürich
>>
>> +41 44 500 48 20
>>
>> www.elefantstudios.ch
>> ---------------------------------------
>>
>
>

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