There is no standard particle system / nodes currently but eventually
there will be. Nothing stopping you from doing one yourself or someone
else doing it. I think TD's will have good employment opportunities in
the short and long term with this kind of work. It's not a bad thing. :)
Eric T.
On Thursday, March 12, 2015 10:46:53 AM, Juhani Karlsson wrote:
I would think so. There is not that much in particles going on. I
remember seeing some SPH examples.
I would also like to see simple standalone for Fabric so there would
not be the application specific splice in the middle.
Its nice to hear its planned. : )
- J
On 12 March 2015 at 16:41, Chris Marshall <chrismarshal...@gmail.com
<mailto:chrismarshal...@gmail.com>> wrote:
From a non-character perspective though, are we still able to do
particle type stuff or is Fabric / Canvas not geared up in that way?
On 12 March 2015 at 13:14, Eric Thivierge <ethivie...@hybride.com
<mailto:ethivie...@hybride.com>> wrote:
One thing you kind of see / feel already is that you can start
mixing things you normally couldn't in ICE. An example is to
read in an alembic and have it as an input into a rig. An
example is to load an alembic of your ground and have your leg
solvers collide with it. Of note would be that you wouldn't
actually have the alembic in your scene with the overhead that
Softimage would carry with actual geo in the scene for point
and poly editing. You could still draw the ground using the
Inline drawing and eventually RTR but from what I've seen it
doesn't impact performance hard when you do.
You could also write out image sequences of where your
character is walking or where meshes are colliding too since
they have image libraries available. The work just needs to be
done to map those areas to UV space. But it's possible. So
many areas are within reach from what seems day one where with
ICE we waited so long for so many features we never got. No
standard tools for writing out images from ICE. :(
Another major thing for me is that you can convert your code
into nodes using the provided utility. You code up some
methods using KL (at the level of javascript & Python in
syntax complexity) and you get the nodes almost for free.
One thing I'm looking forward to and that I've already
experienced in our current production, is how easy it is to
re-use code throughout different systems. I can't go into too
much detail but imagine writing a solver that works for rigs
in all your DCC's and can work in specialized tools such as
crowd tools too with little extra work. :) It's awesome to see
things working the same across DCC's and tools.
Eric T.
--
Chris Marshall
Mint Motion Limited
029 20 37 27 57
07730 533 115
www.mintmotion.co.uk <http://www.mintmotion.co.uk>
--
--
Juhani Karlsson
3D Artist/TD
Talvi Digital Oy
Tehtaankatu 27a
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi <http://www.vimeo.com/talvi>