Re: Changed ICE Orientation attribute access from sdk?

2016-05-04 Thread Stephan Woermann
In c++ the structure can be single or it can be an array. Set the rotation in an emitter with a "random value" node, and it will be single, set it with a "randomize around value", it will be an array. Inside the "randomize around value" node, you will see that the point id is used to drive the id

Default Shaderball output Port

2016-02-26 Thread Stephan Woermann
Hi all, is there any one who knows, how to get the option wich output is rendered in the shaderball preview for multi output shades in c++? I can get the shaderball options with: *ShaderDef** sDef( Shader.GetShaderDef() );* *ShaderballOptions options( sDef**.GetShaderballOptions() );* With

Shaderball for multi output shaders.

2016-02-21 Thread Stephan Woermann
Hi all, is there any one who knows, how to get the option wich output is rendered in the shaderball preview for multi output shades in c++? I can get the shaderball options with: *ShaderDef** sDef( Shader.GetShaderDef() );* *ShaderballOptions options( sDef**.GetShaderballOptions() );* With

Re: Windows 10 - what's the current verdict.

2015-11-25 Thread Stephan Woermann
At SI start, i have problems with floating windows. The first opened have sometimes no buttons and is frameless. Especially with the render preview. When all floating windows are closed with the help of a script, the issue is gone... Latest NVidia driver is used. From SI2013-15.

Re: VS2012 Debugg CString CValue

2015-11-23 Thread Stephan Woermann
In vs2015 the CString will be shown and if i remember correct, it will also shown in vs2012. But any type of an array will not shown. For this the code, i had posted, is used... 2015-11-23 15:26 GMT+01:00 Marc-Andre Belzile < marc-andre.belz...@autodesk.com>: > You should be able to see the

Re: VS2012 Debugg CString CValue

2015-11-22 Thread Stephan Woermann
Hope this helps. You can also add the default LogMessage() into the function to get an output in the VS-Debug window and the script editor. void LogMessageDebug( CString inString, bool end = true ); void LogMessageDebug( CString inString, bool end ) { ostringstream ss; ss <<

Gradient shader c++

2014-04-04 Thread Stephan Woermann
Hi, i try to write a shader with a gradient input. Here is a part from the code which i have made and which is working: Context ctxt( in_ctxt ); Application app; ShaderDef sdef( ctxt.GetAttribute( LDefinition ) ); sdef.AddShaderFamily( siShaderFamilyTexture, true ); //

Re: Gradient shader c++

2014-04-04 Thread Stephan Woermann
; .spdl, shader def, C++, ...) Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Stephan Woermann Sent: Friday, April 04, 2014 2:15 PM To: softimage@listproc.autodesk.com Subject: Gradient

Re: [C++] Store a structure of vector in a UserData

2013-06-09 Thread Stephan Woermann
To get the total size of the struct, this should work: Foo test; sizeof( double ) * test.A.size() + sizeof( double ) * test.B.size() + sizeof( bool ) * 2 Stephan 2013/6/9 Guillaume Laforge guillaume.laforge...@gmail.com Hi Ahmidou :), You could try to use pointers to std::vector. This way

Re: unloading a plugin, recompiling and reloading it in softimage.

2013-06-03 Thread Stephan Woermann
Haven´t check the Update All over the Plugin Manager, so the next can be wrong. For changes in the PPG with new parameters, you must restart Softimage. For changes in the logic or others, unload/reload should work. Stephan 2013/6/3 ran sariel ran.sar...@gmail.com hope it was that simple, this

Re: unloading a plugin, recompiling and reloading it in softimage.

2013-06-03 Thread Stephan Woermann
Another problem can be, when some code is still active in Softimage. Like an open shader PPG of an unloaded Plugin or something else. Stephan 2013/6/3 Stephan Woermann swoerman...@googlemail.com Haven´t check the Update All over the Plugin Manager, so the next can be wrong. For changes

Re: unloading a plugin, recompiling and reloading it in softimage.

2013-06-03 Thread Stephan Woermann
name and choose “refresh”. This will force the PPG Layout logic code to evaluate from scratch. ** ** ** ** Matt ** ** ** ** ** ** ** ** *From:* softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephan Woermann *Sent

Re: Catch a drag/drop

2013-04-07 Thread Stephan Woermann
,topicNumber=si_cmds_cb_Event_OnEvent_html,hash=ctxt_siOnDragAndDrop2 looks like you could capture a material being dragged and dropped on an object. s On Sun, Mar 24, 2013 at 12:32 AM, Stephan Woermann swoerman...@googlemail.com wrote: Thanks Matt... Anyone an other idea? 2013/3/22

Re: Catch a drag/drop

2013-03-24 Thread Stephan Woermann
[mailto: softimage-boun...@listproc.autodesk.com] *On Behalf Of *Stephan Woermann *Sent:* Friday, March 22, 2013 3:16 PM *To:* softimage@listproc.autodesk.com *Subject:* Catch a drag/drop ** ** Is there a way to catch when a material is moved with drag and drop from the material

Catch a drag/drop

2013-03-22 Thread Stephan Woermann
Is there a way to catch when a material is moved with drag and drop from the material manager to a mesh/cluster. The siOnDragAndDrop event doesn´t work. I think a siOnBegin/EndCommand can work but to be compatible with older versions, i use the 2011SDK with C++. I hope there is any way... Stephan

Re: Catch a drag/drop

2013-03-22 Thread Stephan Woermann
Doesn´t work... siOnConnect/DisconnectShader works if you use Get-Material-Phong. But also no event with the material manager via dragdrop. 2013/3/22 Steven Caron car...@gmail.com siOnValueChange? On Fri, Mar 22, 2013 at 3:15 PM, Stephan Woermann swoerman...@googlemail.com wrote

Re: evaluating mesh (vertex positions) at a specific time.

2013-03-14 Thread Stephan Woermann
Hm, i use the GeometryAccessor for my plugin and it works for every frame. It also gives you triangulated values back, if needed. PolygonMesh mesh( whatever ); CGeometryAccessor ga = mesh.GetGeometryAccessor( siConstructionModeSecondaryShape, siCatmullClark, subd.GetParameterValue(

Re: Octane render

2013-02-20 Thread Stephan Woermann
@Steven: I can change the samples to max 64k, but haven´t tested it. I think when i double the sample, in this case to 20k, it should noise free. It depends from scene to scene. Indoors with less light sources are always slower. An outdoor render will be faster... @Toonafish: Sorry, not available

Re: Octane render

2013-02-19 Thread Stephan Woermann
@Steve: It means 16000 samples per pixel also the count of rays per pixel. After 2h4min i reached around 10500 s/px. It should be for the entire ray tree i think. And nearly 0.7MSamples per second, which means a image of 1024x512 which has 0.6 MSamples is updated ~each second. Your last post looks

Re: Octane render

2013-02-14 Thread Stephan Woermann
Try to use the PMC kernel. You should get better results in lesser time, especially on interior scenes... Stephan 2013/2/14 Toonafish ron...@toonafish.nl That would be swell. But I think we'd also might have to include setup time then. I'm sure a with a lot of hours tweaking, testing and

Re: SDK: ShaderDefs and related

2013-02-10 Thread Stephan Woermann
Maybe this helps... oInputParameterDefs.AddParamDef( layer_0, siHWShaderPortType, oOptions ); 2013/2/7 Matt Lind ml...@carbinestudios.com I have several shaders with parameters defined using .spdl files. I am trying to update them to use Shader Definitions, but a few of the parameter types

Re: emTools - align velocity on deformation

2012-11-15 Thread Stephan Woermann
No problem ;) Have made another test without a deformed mesh but it looks also interesting i think... http://www.vimeo.com/53635652 Greetings, Stephan

Re: emTools - align velocity on deformation

2012-11-13 Thread Stephan Woermann
I had used strands to drive the emTopologizer with the use of the emTools. The result is here http://www.vimeo.com/52658670 and here http://www.vimeo.com/52810210. The first one is a static mesh and the second one is a deformed mesh and that should be the thing what you need. To match the strand

Custom shader parameter type help

2012-10-26 Thread Stephan Woermann
Hi, i need a custom parameter for a material for the OctaneRenderer which must have an unused type. The material should also render as a simple lambert/phong in MentalRay. For an other material, it is working, only the material with the custom parameter makes trouble. I have build a custom

getting user defined ice attributes c++

2012-09-22 Thread Stephan Woermann
Have a problem to get user defined ICE attributes. I can check if an attribute is available. But the count of data is different. ICEAttribute attr = cloud.GetActivePrimitive().GetGeometry().GetICEAttributeFromName( LTestAttribute ); Application().LogMessage( CString( attr.GetElementCount() ) );

Re: getting user defined ice attributes c++

2012-09-22 Thread Stephan Woermann
Many thanks, now it works. I need only a bool to en/disable an option in a plugin. Have made a little compound where true set the value to true and false set the value to false. If the value is false, the value is shown, but because false is the default value for a boolean, you don´t see it. You

Re: Softimage 2013 SDK Guide

2012-06-05 Thread Stephan Woermann
I get never a working result. I don´t use Opera, have tested it with Firefox and IE. Search for View and you get as a result e.g. Softimage 2012 Subscription Advantage Pack / What´s New / What´s Changed I don´t need this info on a 2013 sdk help. I need a command reference. Stephan

Re: Softimage 2013 SDK Guide

2012-06-05 Thread Stephan Woermann
Many thanks, the local help give result to work with, like the old one. The online help seems a little bit buggy, GetActiveLayout has no result, but offline it works. Stephan

Re: What are the specific API limitations on the background render thread?

2012-04-20 Thread Stephan Woermann
Maybe you can put the command in the abort callback. But then you must use a switch because the abort is called several times. Have used this after a forced preview close to open a custom renderviewport. Sephan