Ok, will get in touch when i get back then. Off to do some revaluation of
things... and stuff.


On Fri, Aug 2, 2013 at 1:19 PM, Helge Mathee <helge.mat...@gmx.net> wrote:

>  aside from your personal fondness you may of course evaluate splice at a
> later time as well.
>
>
> On 02.08.2013 13:15, Ognjen Vukovic wrote:
>
> :D The coffee still hasn't kicked in, and i doubt it would be that fun of
> a vacation if it did happen, probably spend the whole time discussing wave
> rigs and so on...
>
>
> On Fri, Aug 2, 2013 at 1:12 PM, Stefan Kubicek <s...@tidbit-images.com>wrote:
>
>> Is he/she that bad looking?
>>
>>   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
>>>>>
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>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>> --
>> ---------------------------------------------
>>   Stefan Kubicek                   ste...@keyvis.at
>> ---------------------------------------------
>>            keyvis digital imagery
>>           Alfred Feierfeilstraße 3
>>        A-2380 Perchtoldsdorf bei Wien
>>         Phone:  +43 (0) 699 12614231 <%2B43%20%280%29%20699%2012614231>
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