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
>> > >>>>
>> > >>>
>> > >>>
>> > >>
>> > >
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>>   [image: nhb]    Philipp Oeser    Pipeline Engineer    T +49 40 - 450
>> 120 - 401    www.nhb.de
>>
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