Re: transferring low res syflex to high res geo
Loved that one ! Would be worth uploading this to vimeo/Ice group. Excellent reference imho :) Le 07/12/2012 05:36, Orlando Esponda a écrit : Maybe I'm missing something here, because the solutions are rather complex hehe so please bear with me if I'm totally out of context. Here's a little video showing how my first suggestion works. The smoothing part, well, that's up to you, I was just playing around, but who knows, maybe it works for you... http://www.screencast.com/t/jZIJ3L3lEDPc Orlando. On Thu, Dec 6, 2012 at 10:19 PM, Eric Thivierge ethivie...@gmail.com mailto:ethivie...@gmail.com wrote: I never said it was going to be perfect or easy. :) Maybe averaging the neighboring RefFrames would give a better result? Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 3:16 PM, Matt Lind ml...@carbinestudios.com mailto:ml...@carbinestudios.com wrote: They’ll stick, but they won’t necessarily have a desirable or easily predictable orientation as the results will largely be dependent on the structure of the mesh topology. -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden.
Re: transferring low res syflex to high res geo
Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
Re: transferring low res syflex to high res geo
ICE? I'm pretty sure there's either a sample scene or a tutorial floating around online on how to deform one mesh onto another. It's a little late in the day for me to actually work this out, but basically, you'd have a highres mesh with an ICE tree getting position deltas (change from last frame to current frame), interpolated, from the corresponding locations on the low-res mesh. Might want to have matching UV's, but that might not be necessary. I guess really it's a cage deformer running in ICE, but without any kind of static weight binding from one mesh to the other. Or I suppose you could try the old cage deformer, but that's horrible -- slow and inflexible. Or extract a lot of curves from the low-res mesh, plot their shapes, and envelope the high-res to them, if you need something like your current workflow? Or maybe I'm not understanding how complex the geo is, but maybe you could cache the low-res simmed mesh, then extract the poly clusters that correspond to the different parts of the high-res clothing. Then either leave the extractions live or if it's too slow, cache them. Then apply however much subdivision and editing of the geo you need to the cached extracted meshes. Essentially leaving the modeling stack live on top of the low res sim. But that's getting kind of silly, I think. ;-) Ed
Re: transferring low res syflex to high res geo
wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.comwrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
Re: transferring low res syflex to high res geo
Thanks for the suggestions. Eric...your idea is what I had in mind but having a hard time figuring out the right node usage once I extract closest point. How do I store an offset? Cage is ridiculously slow so thats out. On Thu, Dec 6, 2012 at 10:38 PM, Ed Manning etmth...@gmail.com wrote: wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.comwrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
Re: transferring low res syflex to high res geo
Well yes you're going to have to figure out the transform space when storing in the point's local space. Though I think you could hack your way through it by ripping apart the stick to location node. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:38 PM, Ed Manning etmth...@gmail.com wrote: wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.comwrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
Re: transferring low res syflex to high res geo
Kris are you using the standard Cage deformer or the ICE based Hull Deformer setup? Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:44 PM, Kris Rivel krisri...@gmail.com wrote: Thanks for the suggestions. Eric...your idea is what I had in mind but having a hard time figuring out the right node usage once I extract closest point. How do I store an offset? Cage is ridiculously slow so thats out. On Thu, Dec 6, 2012 at 10:38 PM, Ed Manning etmth...@gmail.com wrote: wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.comwrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
Re: transferring low res syflex to high res geo
Thanks Matt...could give that a go too...although I think ICE syflex only works on poly? Eric...good suggestion for a starting point..will try that. I was referring to the default cage deformer...didn't think about hull deformer. I was looking at a few images and demos on syflex's website for the Assassin's Creed trailer. Pretty awesome setup they had with multiple layers of clothing. The ICE Syflex seems much more powerful at first and is definitely faster I think but lacks some of the tools the addon version has like weightmaps. There's another one I'm looking for an answer too. Although I figured if I was able to blend a syflex mesh with a weighted mesh using a weight map in ICE, I'd be set! On Thu, Dec 6, 2012 at 10:46 PM, Eric Thivierge ethivie...@gmail.comwrote: Kris are you using the standard Cage deformer or the ICE based Hull Deformer setup? Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:44 PM, Kris Rivel krisri...@gmail.com wrote: Thanks for the suggestions. Eric...your idea is what I had in mind but having a hard time figuring out the right node usage once I extract closest point. How do I store an offset? Cage is ridiculously slow so thats out. On Thu, Dec 6, 2012 at 10:38 PM, Ed Manning etmth...@gmail.com wrote: wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.comwrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
Re: transferring low res syflex to high res geo
We would take the high res geo, reduce it, then run a custom script that generated nulls that were cluster constrained to the points on the geometry and simulate it, then envelope those points onto out the high mesh. This was one of our work arounds, depending on the shot and what was needed, but this solution seemed to work pretty well, as long as your create the geometry from a default flat position and then simulate into position. we tried cage deformers on some things, but found the size of the cage deformers to be huge compared to the enveloping. I think each situation calls for different approach. Found that some times you would get great results with one method and then the same method would create horrid results. On Fri, Dec 7, 2012 at 2:46 PM, Eric Thivierge ethivie...@gmail.com wrote: Kris are you using the standard Cage deformer or the ICE based Hull Deformer setup? Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:44 PM, Kris Rivel krisri...@gmail.com wrote: Thanks for the suggestions. Eric...your idea is what I had in mind but having a hard time figuring out the right node usage once I extract closest point. How do I store an offset? Cage is ridiculously slow so thats out. On Thu, Dec 6, 2012 at 10:38 PM, Ed Manning etmth...@gmail.com wrote: wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.comwrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: transferring low res syflex to high res geo
that's why I was thinking UVs might help -- use them to interpolate the spatial offsets? On Thu, Dec 6, 2012 at 10:45 PM, Eric Thivierge ethivie...@gmail.comwrote: Well yes you're going to have to figure out the transform space when storing in the point's local space. Though I think you could hack your way through it by ripping apart the stick to location node. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:38 PM, Ed Manning etmth...@gmail.com wrote: wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.comwrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
Re: transferring low res syflex to high res geo
Thanks Simon...I was using that method as well. It works fine on some other elements but for this one particular case, it was difficult due to the layered fabric. Will give that another go as well. Didn't think about doing a poly reduction, keeping it live and using that as my null deformer group...might be more manageable. On Thu, Dec 6, 2012 at 10:52 PM, Simon Anderson simonbenandersonl...@gmail.com wrote: We would take the high res geo, reduce it, then run a custom script that generated nulls that were cluster constrained to the points on the geometry and simulate it, then envelope those points onto out the high mesh. This was one of our work arounds, depending on the shot and what was needed, but this solution seemed to work pretty well, as long as your create the geometry from a default flat position and then simulate into position. we tried cage deformers on some things, but found the size of the cage deformers to be huge compared to the enveloping. I think each situation calls for different approach. Found that some times you would get great results with one method and then the same method would create horrid results. On Fri, Dec 7, 2012 at 2:46 PM, Eric Thivierge ethivie...@gmail.comwrote: Kris are you using the standard Cage deformer or the ICE based Hull Deformer setup? Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:44 PM, Kris Rivel krisri...@gmail.com wrote: Thanks for the suggestions. Eric...your idea is what I had in mind but having a hard time figuring out the right node usage once I extract closest point. How do I store an offset? Cage is ridiculously slow so thats out. On Thu, Dec 6, 2012 at 10:38 PM, Ed Manning etmth...@gmail.com wrote: wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.comwrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.comwrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris -- --- Simon Ben Anderson blog: http://vinyldevelopment.wordpress.com/
Re: transferring low res syflex to high res geo
Anyway, past my bedtime. Kris, you're in much better hands than mine if you listen to Eric, Matt et al. Best of luck with it. On Thu, Dec 6, 2012 at 10:55 PM, Ed Manning etmth...@gmail.com wrote: that's why I was thinking UVs might help -- use them to interpolate the spatial offsets? On Thu, Dec 6, 2012 at 10:45 PM, Eric Thivierge ethivie...@gmail.comwrote: Well yes you're going to have to figure out the transform space when storing in the point's local space. Though I think you could hack your way through it by ripping apart the stick to location node. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:38 PM, Ed Manning etmth...@gmail.com wrote: wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.comwrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
RE: transferring low res syflex to high res geo
You'd have context switching issues doing that as each vertex has multiple samples (UVs). Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ed Manning Sent: Thursday, December 06, 2012 7:56 PM To: softimage@listproc.autodesk.com Subject: Re: transferring low res syflex to high res geo that's why I was thinking UVs might help -- use them to interpolate the spatial offsets? On Thu, Dec 6, 2012 at 10:45 PM, Eric Thivierge ethivie...@gmail.commailto:ethivie...@gmail.com wrote: Well yes you're going to have to figure out the transform space when storing in the point's local space. Though I think you could hack your way through it by ripping apart the stick to location node. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:38 PM, Ed Manning etmth...@gmail.commailto:etmth...@gmail.com wrote: wouldn't the stored offsets be in world space? Wouldn't you want them in tangent space to not crumple weirdly? On Thu, Dec 6, 2012 at 10:31 PM, Eric Thivierge ethivie...@gmail.commailto:ethivie...@gmail.com wrote: Use ICE to get the closest location on your low res (static, undeformed copy) from the high res mesh and store the offset transform from that location. Then use the reinterpret location onto the deformed low res geo. Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 1:58 PM, Kris Rivel krisri...@gmail.commailto:krisri...@gmail.com wrote: I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
RE: transferring low res syflex to high res geo
EDIT: Surface constrain the nulls to the NURBS surface, not to the control points. This would allow you to drive the orientation of the nulls as well as translation. Should be able to do the same trick with a low resolution polygon mesh as the simulated surface if NURBS doesn't work. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind Sent: Thursday, December 06, 2012 7:47 PM To: softimage@listproc.autodesk.com Subject: RE: transferring low res syflex to high res geo I wrote an article on this technique many years ago for HDRI 3D magazine: Assuming Syflex works on NURBS surfaces and your cloth is a planar polygon mesh deformed with wrinkles and whatever. I would surface constrain the mesh to a NURBS surface of similar size/shape, and run Syflex on the NURBS surface. When you're testing the simulation, you can hide the mesh to get the performance. When the simulation is to your liking, unhide the mesh to check the results. When you have something you really like, you can optionally plot the results as shape animation onto the polygon mesh. If you prefer, you can also plot out as envelope animation by making a bunch of nulls to act as deformers of your polygon mesh, and then constrain them to the control points of the NURBS surface. Plot transforms for the nulls whenever you feel the results are to your liking. If you want multiple 'takes' to choose from, you can plot to a mixer source instead of directly to the Transform parameters as FCurves. You can then play with the mixer sources to further massage into a result you like. This would give you a lot of freedom and quick iteration. Matt PS - if Syflex doesn't work for NURBS, you can use a low res mesh as the working copy. From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel Sent: Thursday, December 06, 2012 6:59 PM To: Softimage List Subject: transferring low res syflex to high res geo I'm curious how others handle layered or very high res geo clothing? I have a pretty high res geo of layered clothing on a character. I'm getting some decent results with just applying syflex to the geo, enabling self collision, boosting the subframe steps, etc. and letting 'er rip but its pretty slow. I get fantastic results using one, lower res proxy mesh. Whats the best way to transfer or copy a low res sim to a high res mesh? I was creating nulls on each point on the lower res geo and enveloping the high res too it but now I'm dealing with managing almost 2k worth of nulls and any envelope corrections are impossible. Any other suggestions other than brute force? Kris
Re: transferring low res syflex to high res geo
Locations have the PolyReferenceFrame or PointReferenceFrame that you could use which I think the Stick to Location method / Hull Deformer uses... Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:55 PM, Ed Manning etmth...@gmail.com wrote: that's why I was thinking UVs might help -- use them to interpolate the spatial offsets?
RE: transferring low res syflex to high res geo
They'll stick, but they won't necessarily have a desirable or easily predictable orientation as the results will largely be dependent on the structure of the mesh topology. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, December 06, 2012 8:06 PM To: softimage@listproc.autodesk.com Subject: Re: transferring low res syflex to high res geo Locations have the PolyReferenceFrame or PointReferenceFrame that you could use which I think the Stick to Location method / Hull Deformer uses... Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 2:55 PM, Ed Manning etmth...@gmail.commailto:etmth...@gmail.com wrote: that's why I was thinking UVs might help -- use them to interpolate the spatial offsets?
Re: transferring low res syflex to high res geo
With the right topology and density, they will. We bound millions of points worth of creatures between dragons and dinos that way across multiple resolutions ;) On Fri, Dec 7, 2012 at 3:16 PM, Matt Lind ml...@carbinestudios.com wrote: They’ll stick, but they won’t necessarily have a desirable or easily predictable orientation as the results will largely be dependent on the structure of the mesh topology. ** ** Matt
RE: transferring low res syflex to high res geo
As a user my main worry would be editing one of the mesh topologies would unexpectedly cause some nulls to change orientation because the reference frame changes. A safer approach would be to create a smooth and continuous coordinate space and align the nulls using that data. If the mesh topology is edited, the nulls won't have the rug unexpectedly pulled out from underneath. Nvidia has sample code to compute such a space for normal maps (NvMeshMender?). The code could be modified to output a coordinate space as a weightmap, vertex color, UVspace, userdatablob, or whatever suits the purpose. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, December 06, 2012 8:20 PM To: softimage@listproc.autodesk.com Subject: Re: transferring low res syflex to high res geo I never said it was going to be perfect or easy. :) Maybe averaging the neighboring RefFrames would give a better result? Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 3:16 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: They'll stick, but they won't necessarily have a desirable or easily predictable orientation as the results will largely be dependent on the structure of the mesh topology.
Re: transferring low res syflex to high res geo
Maybe I'm missing something here, because the solutions are rather complex hehe so please bear with me if I'm totally out of context. Here's a little video showing how my first suggestion works. The smoothing part, well, that's up to you, I was just playing around, but who knows, maybe it works for you... http://www.screencast.com/t/jZIJ3L3lEDPc Orlando. On Thu, Dec 6, 2012 at 10:19 PM, Eric Thivierge ethivie...@gmail.comwrote: I never said it was going to be perfect or easy. :) Maybe averaging the neighboring RefFrames would give a better result? Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 3:16 PM, Matt Lind ml...@carbinestudios.comwrote: They’ll stick, but they won’t necessarily have a desirable or easily predictable orientation as the results will largely be dependent on the structure of the mesh topology. -- -- IMPRESSUM: PiXABLE STUDIOS GmbH Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857, Komplementärin: Lenhard Barth Verwaltungsgesellschaft mbH, Sitz: Dresden, Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth IMPRINT: PiXABLE STUDIOS GmbH Co.KG, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRA 6857, General Partner: Lenhard Barth Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: Dresden, Company Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, Tino Barth -- Diese E-Mail enthält vertrauliche und/oder rechtlich geschützte Informationen. Wenn Sie nicht der richtige Adressat sind oder diese E-Mail irrtümlich erhalten haben, informieren Sie bitte sofort den Absender und vernichten Sie diese Mail. Das unerlaubte Kopieren sowie die unbefugte Weitergabe dieser Mail ist nicht gestattet. This e-mail may contain confidential and/or privileged information. If you are not the intended recipient (or have received this e-mail in error) please notify the sender immediately and destroy this e-mail. Any unauthorized copying, disclosure or distribution of the material in this e-mail is strictly forbidden.
Re: transferring low res syflex to high res geo
Why are we even talking at all when Leonard pointed out there's a factory node doing exactly what is being asked for? :p
Re: transferring low res syflex to high res geo
That is not a factory node. I have built similar systems in the past. So it didn't take me too long to make a proper compound for this. On Fri, Dec 7, 2012 at 6:01 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Why are we even talking at all when Leonard pointed out there's a factory node doing exactly what is being asked for? :p
RE: transferring low res syflex to high res geo
You suggested using a reference frame. I merely pointed out a potential trouble spot. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, December 06, 2012 8:58 PM To: softimage@listproc.autodesk.com Subject: Re: transferring low res syflex to high res geo Why are we even talking nulls when Kris already said it was getting too cumbersome to use nulls? Eric Thivierge http://www.ethivierge.com On Fri, Dec 7, 2012 at 3:33 PM, Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote: As a user my main worry would be editing one of the mesh topologies would unexpectedly cause some nulls to change orientation...
Re: transferring low res syflex to high res geo
Oh ok, thought I was just behind on features (haven't used syflex since Sucker Punch). Good stuff :) On Fri, Dec 7, 2012 at 4:04 PM, Leonard Koch leonardkoch...@gmail.comwrote: That is not a factory node. I have built similar systems in the past. So it didn't take me too long to make a proper compound for this. On Fri, Dec 7, 2012 at 6:01 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Why are we even talking at all when Leonard pointed out there's a factory node doing exactly what is being asked for? :p -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!
Re: transferring low res syflex to high res geo
And merry Christmas to you too Leonard, I have a scenario that this compound will find usage in right this morning. Thanks for sharing! Ben -- Benjamin Clifford Davis www.moondog-animation.com office: +33 9 50 04 76 15 mobile: +33 6 88 48 54 50 6 bis avenue des Iles 74000 Annecy FRANCE On Fri, Dec 7, 2012 at 6:19 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Oh ok, thought I was just behind on features (haven't used syflex since Sucker Punch). Good stuff :) On Fri, Dec 7, 2012 at 4:04 PM, Leonard Koch leonardkoch...@gmail.comwrote: That is not a factory node. I have built similar systems in the past. So it didn't take me too long to make a proper compound for this. On Fri, Dec 7, 2012 at 6:01 AM, Raffaele Fragapane raffsxsil...@googlemail.com wrote: Why are we even talking at all when Leonard pointed out there's a factory node doing exactly what is being asked for? :p -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!