Just to make this clear, we are not on vacation together :D.
On Fri, Aug 2, 2013 at 1:09 PM, Ognjen Vukovic <ognj...@gmail.com> wrote: > Hi guys, > > Our TD and i are returning from vacation in about two weeks, is there any > chance we could give this a test shot some time then? > > Ogi. > > > On Fri, Aug 2, 2013 at 12:51 PM, Helge Mathee <helge.mat...@gmx.net>wrote: > >> Hey Philip, >> >> the internal mesh representation is current WIP and will change >> dramatically with the next >> release. We have been experimenting with winged-edge as well as >> half-edge. For data compression >> we will hopefully end up with a structure which doesn't hold any >> neighboring information until >> requested. >> >> Once you get access to splice you can have a look at the full source of >> the SpliceMesh.kl >> >> -H >> >> >> On 02.08.2013 11:53, philipp.oeser wrote: >> >> Hi Helge, >> Looking forward to this :) >> (I actually felt more at home with SCOPs than ICE anyways - old >> scripting fart) >> >> regarding FE's internal mesh representation: >> is there any info on how this is structured? (half-edge, winged-edge, >> radial-edge, something else?) >> [e.g. was looking at FE's documentation but couldnt find anything >> regarding neighborhood (aka SI's Neighbor*() methods)] >> >> thanx >> phi >> >> > Helge Mathee <helge.mat...@gmx.net> <helge.mat...@gmx.net> hat am 2. >> August 2013 um 11:15 geschrieben: >> > >> > >> > Hey Eugen, >> > >> > anything you can write to within the SDK will eventually be supported >> at >> > some point. >> > The integration I am aiming at for the initial release will have the >> > same feature set as the >> > maya one. This includes: >> > >> > - boolean >> > - scalar >> > - int >> > - string >> > - vec3 >> > - quaternion >> > - matrices (kinematics) >> > - meshes >> > >> > Since we will be providing the integration as source code as well, >> > you'll be able to implement missing types in case you require them >> > prior to the corresponding service releases. >> > >> > -H >> > >> > On 02.08.2013 11:03, Eugen Sares wrote: >> > > Helge, or Paul, two questions: >> > > 1 - is it possible with Splice to write to NURBS as well? Curves, >> > > foremost. Surfaces would be interesting for experiments, too. >> > > 2 - what about the writing to clusters? >> > > >> > > I assume Splice can only "move" inside the limits of the SDK. >> > > Basically, the classic SDK supports NURBS, but not changing clusters. >> > > >> > > I'm considering porting my curve and extrusion operators to splice, >> > > since they are unfinished yet anyway (JScript). >> > > Thanks! >> > > Eugen >> > > >> > > >> > > Am 02.08.2013 10:51, schrieb Helge Mathee: >> > >> The real issue here is performance. ICE by itself is fast, our core >> > >> is fast by itself as well. Now to integrate our core into ICE is >> kind >> > >> of difficult, essentially due to competition of greedy schedulers. >> We >> > >> can of course do that by adding a single threaded node inside of >> ICE, >> > >> but that kind of defeats the purpose. The lack of flexibility for >> > >> procedurally created ports within an ICE node also makes it very >> hard >> > >> to integrate there. >> > >> >> > >> Of course you can build ICE nodes for specific purposes. For Horde >> > >> for example we've integrated in there, but the data streamed is >> > >> trivial (1000 matrices etc). Once you get into millions of particles >> > >> the performance will drop. >> > >> >> > >> I don't think it's required at all to integrate the Splice system >> > >> into the ICE graph, since at that point portability won't work >> anyway. >> > >> >> > >> -H >> > >> >> > >> On 02.08.2013 10:39, Stefan Kubicek wrote: >> > >>> Hi Paul, >> > >>> >> > >>> one question: Since SPLICE for Softimage will use classic operators >> > >>> rather than ICE, I was wondering what the current status is >> > >>> regarding FE interaction with ICE. I remember some of your/Helges >> > >>> videos where you showed deformations and other things controlled >> > >>> through ICE by talking to a CP App through (what looked like >> > >>> generic) ICE nodes. Is this still a viable solution? I never found >> > >>> any documentation or sample scenes on this (at least not in the >> > >>> downloadable packages, I admit I did not scour the Github repo), >> but >> > >>> found it really exciting. My hope is that even if SPLICE will not >> be >> > >>> integrated with ICE I could still use the detour via a CP >> > >>> Application (if I understand the concept correctly). >> > >>> >> > >>> >> > >>>> Hi everyone - now we're back from Siggraph and recovered, we've >> > >>>> started >> > >>>> working on Spliced Softimage. Should have a first prototype next >> week. >> > >>>> >> > >>>> https://twitter.com/FabricPaul/status/362975245562437632/photo/1 >> > >>>> >> > >>>> The Hybride guys have been doing some awesome stuff with FE >> > >>>> already, so I >> > >>>> can't wait to get this into their hands soon :) Eric might stop >> > >>>> stalking >> > >>>> the Montreal employees as well, which would be nice. >> > >>>> >> > >>>> A description of Spliced Softimage: >> > >>>> Creation:Splice will be integrated into Softimage as a new class >> of >> > >>>> custom >> > >>>> operators. Each operator can be setup using the SpliceEditor IDE, >> > >>>> defining >> > >>>> ports, adding removing them etc, very much like the Scripted >> Operator >> > >>>> Editor. The IDE will also contain a KL Source Code editor as well >> as >> > >>>> functionality for dynamically compiling the code etc. Operators >> > >>>> defined >> > >>>> with the SpliceEditor will become completely portable between all >> > >>>> support >> > >>>> host applications, such as Maya, Softimage and Nuke, for example. >> > >>>> >> > >>>> We are not integrating KL into ICE, for a range of reasons. Splice >> is >> > >>>> targeting areas where ICE doesn't work so well, i.e. Fast >> procedural >> > >>>> geometry, kinematics, simulated rigs, custom OpenGL drawing etc >> Splice >> > >>>> solves the portability issues of moving tools between >> applications, >> > >>>> and as >> > >>>> such we try to take a consistent approach within applications. >> > >>>> >> > >>>> This also means I don't get to make up such compelling slogans as >> > >>>> "Spliced >> > >>>> ICE baby", which is frankly disappointing. >> > >>>> >> > >>>> If you want to understand more about Splice, please visit the >> webpage: >> > >>>> http://fabricengine.com/creation/splice/ >> > >>>> >> > >>>> Cheers, >> > >>>> >> > >>>> Paul >> > >>>> >> > >>> >> > >>> >> > >> >> > > >> > >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> >> [image: nhb] Philipp Oeser Pipeline Engineer T +49 40 - 450 >> 120 - 401 www.nhb.de >> >> nhb video GmbH | nhb ton GmbH >> >> Alsterglacis 8 | 20354 Hamburg >> nhb video GmbH, HRB 61617 >> Geschäftsführer: Michael Vitzthum, Matthias Rewig >> nhb ton GmbH, HRB 73877 >> Geschäftsführer: Michael Vitzthum, Matthias Rewig [image: dolby]nhb >> is Dolby approved Diese E-Mail enthält vertrauliche und/oder >> rechtlich geschützte Informationen. 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