Re: Another Nissan ?

2012-11-12 Thread Juhani Karlsson
I loved the commercial and the previous too, but I have to say the softmask
on the dog jumping inside the car popped out bit! ; D

- J
On 11 November 2012 22:00, Christian Keller chris3...@me.com wrote:

 Yep

 --
 christian keller
 visual effects|direction

 m +49 179 69 36 248
 f +49 40 386 835 33
 chris3...@me.com

 gesendet von meinem iDing

 Am 11.11.2012 um 18:09 schrieb olivier jeannel olivier.jean...@noos.fr:

  https://vimeo.com/51942333
  I suppose it's from the same creators as the one before ?




-- 
-- 
Juhani Karlsson
3D Artist/TD

Talvi Digital Oy
Pursimiehenkatu 29-31 b 2krs.
00150 Helsinki
+358 443443088
juhani.karls...@talvi.fi
www.vimeo.com/talvi


Re: Another Nissan ?

2012-11-12 Thread olivier jeannel

I just love when SI | Ice becomes such an institution.

Le 11/11/2012 21:00, Christian Keller a écrit :

Yep





[JOBS] SEHSUCHT is recruiting...

2012-11-12 Thread Daniel Jahnel
SEHSUCHT is looking for two full-time mid-level to senior Softimage 
generalists as well as a software independent hard surface modeller to 
join the team in our Hamburg office.


Job requirements:

3D: Softimage generalist(full-time):
- Autodesk Softimage is your 3D software of choice for at least 3-5 
years in a commercial post-production environment.
- You can both work in a team under a 3D supervisor on larger projects 
and are comfortable with managing smaller jobs on your own from start to 
finish including modelling and lighting as well as basic ICE setups with 
animation/rigging being a bonus

- Experience with Arnold and Nuke is a plus.

3D: Hard surface modeller(full-time):
- You have a at least 3 years of modelling experience with an emphasis 
on hard surface modelling in a 3D package of your choice. Our studios 
pipeline is based around Autodesk Softimage but any package like 3ds 
Max, Maya, Cinema4D, Zbrush or similar are valid options.
- Typical objects we frequently need modelled include digital SLR 
cameras, laptops etc…
- Experience in organic modelling in Zbrush/Mudbox including texture 
painting is a plus.


To apply for any of the above positions please send us an email to 
j...@sehsucht.de with the job title as subject.
Feel free to include links to your online reel and CV or post a DVD copy 
including your written application via snail mail to:


SEHSUCHT GmbH
Laeiszstrasse 13-15
20357 Hamburg
Germany


About SEHSUCHT:
SEHSUCHT is both a design-orientated production house with an in-house 
art department and a team of highly creative directors as well as a 
classic VFX post-production house serving the commercial film industry. 
With our main office in Hamburg, Germany and a small boutique outpost in 
Berlin our team of internationally experienced artists have been 
successfully working together with clients like Lamborghini, Audi, RAM 
Trucks, Google or MTV for more than 10 years.


www.sehsucht.de


Re: update on Creation integration to Softimage

2012-11-12 Thread philipp.oeser
count me in as well :)

Helge Mathee helge.mat...@gmx.net hat am 10. November 2012 um 18:24
geschrieben:

  yep - I am considering to do a workshop on the saturday,
  24th of november. I'll try to get some of the hamburg based
  devs and TDs in, if that would work for you guys.
 

Re: update on Creation integration to Softimage

2012-11-12 Thread Francois Lord

Hi Andy.

I attended the Montreal workshop last Thursday. I too see myself as a 
technical artist and I too was intimidated by it. But I spend the 
weekend thinking about it and I think it's normal to be intimidated 
right now, but things will change.


It's a lot like ICE, except that you need to code. It's also much 
broader in its applications. Coding is being done in python for the ui, 
logic, connections, etc. And KL is the language they invented for the 
performance critical parts. If we were to compare it to ICE, python 
would be used to connect the nodes, declare the variables and the PPGs, 
and KL would be used to code the nodes themselves.


Remember how ICE was dry when it first came out? Then later Phil Taylor 
released his compounds pack and then more and more users released tons 
of compounds. Today, when you want to achieve something new in ICE, you 
better look in rray.de/xsi first before wasting time reinventing the 
wheel again.


I guess the same thing will happen with Creative Platform. The Fabric 
Engine guys are developping things at a surprising rate. The same 
software will be very different in one year. I can't imagine what it 
will be in five years. When everybody start to share Python and KL 
classes, then it will be easier for a technical artist to write cool 
plugins or even complete applications without thinking much about KL and 
high performance processing.


That being said, we will still have to spend time learning it. It's 
quite different from what we already know.

But it does rock.

Cheers.

Francois


On 09/11/2012 19:11, Andy Moorer wrote:
Helge, I find the creation platform both really exciting, and from 
what I've seen as it grows its learning curve intimidating.


I'm an artist-turned-TD and a script monkey largely educated by 
watching your jscript videos and lectures at Barnyard, and later 
taking Raffaele's workshop... plus self training, bothering folks like 
you, Graham and Brad, and a (nasty) year spent in Mel.


In other words, I'm (I think) a pretty typical non-developer technical 
artist.


Is the Creation Platform something for folks like me, who spends about 
40% of my time scripting and the rest in creating assets and 
reasonably complex stuff in ICE? Or is it targeted squarely at TDs who 
spend the bulk of their time scripting, ie more for those at the 
developer end of the scale?


Not that I'm not willing to always be stretching my capabilities to 
grow as a TD and artist. I'm just trying to figure out who you see as 
the typical Fabric Creation Platform user.


Kudos to the regular outreach and amazingly fast and 
production-targeted development of Fabric, it's been really awesome to 
watch it come to life.


On Nov 9, 2012, at 2:53 AM, Helge Mathee helge.mat...@gmx.net 
mailto:helge.mat...@gmx.net wrote:


yes - the CreationPlatformCAPI will be shipped working on all three 
operating systems.


On 08.11.2012 23:01, Xavier Lapointe wrote:

Had the same question on my mind actually.

On Fri, Nov 9, 2012 at 8:58 AM, Eric Thivierge ethivie...@gmail.com 
mailto:ethivie...@gmail.com wrote:


So the integration with Softimage is working on Linux?


Eric Thivierge
http://www.ethivierge.com


On Fri, Nov 9, 2012 at 3:40 AM, Helge Mathee
helge.mat...@gmx.net mailto:helge.mat...@gmx.net wrote:

Linux is fully supported for everything. As is OSX.


On 08.11.2012 15:01, Raffaele Fragapane wrote:


Hey Helge,
This might be of enough general interest to post here
rather than in private.
How are you guys faring on the linux front these days?

On Nov 8, 2012 8:08 PM, Helge Mathee
helge.mat...@gmx.net mailto:helge.mat...@gmx.net wrote:

Thanks guys!

Now, I've stated that on the Creation Platform mailing
list already:

I am aware that people are impressed by the videos we
publish and interested in Creation
Platform generally. We are doing workshops and user
group both in Montreal and London
this month, but aside from that I would like to
encourage people to start evaluating
Creation Platform for production scenarios. I realize
that there's a learning curve attached to
that, so I am willing to provide as much help as
necessary and lead the way for anybody
interested in seriously evaluating CP. At this stage I
am looking for production references
for certain features, so please mail me privately if
you are interested in collaborating.

Best!

-H

On 08.11.2012 09:17, Andreas Böinghoff wrote:

wow! this is getting more and more exciting!

On 11/7/2012 9:06 PM, Paul Doyle wrote:


Hi guys – this is a preview of the work that Helge is
doing on the Creation 

Curl Noise Framework compound

2012-11-12 Thread Andy Nicholas
 Hi guys,
Has anyone managed to get the Curl Noise Framework compound working? I had a
look inside it and there are a whole load of disconnected nodes. It looks like
it was exported without the Embed internal compounds flag ticked (always a BIG
mistake!) and is missing a compound that it relied on.

Having said that, I just checked the XML of the compound and all the nodes
mentioned in it are instantiated in the compound. It's as if it was exported
incorrectly at Autodesk's end.

If anyone knows how to get it working, or can give me a couple of pointers as to
what needs to be plugged in to what, I'd be super appreciative.

Thanks,
Andy


Re: [JOBS] SEHSUCHT is recruiting...

2012-11-12 Thread Andy Nicholas
 Hi Dan,
You could try posting your job here too:
www.linkedin.com/groups?jobs=gid=4541721

Cheers,
Andy


On 12 November 2012 at 10:27 Daniel Jahnel xsi-l...@gmx.de wrote:

 SEHSUCHT is looking for two full-time mid-level to senior Softimage
 generalists as well as a software independent hard surface modeller to
 join the team in our Hamburg office.

 Job requirements:

 3D: Softimage generalist(full-time):
 - Autodesk Softimage is your 3D software of choice for at least 3-5
 years in a commercial post-production environment.
 - You can both work in a team under a 3D supervisor on larger projects
 and are comfortable with managing smaller jobs on your own from start to
 finish including modelling and lighting as well as basic ICE setups with
 animation/rigging being a bonus
 - Experience with Arnold and Nuke is a plus.

 3D: Hard surface modeller(full-time):
 - You have a at least 3 years of modelling experience with an emphasis
 on hard surface modelling in a 3D package of your choice. Our studios
 pipeline is based around Autodesk Softimage but any package like 3ds
 Max, Maya, Cinema4D, Zbrush or similar are valid options.
 - Typical objects we frequently need modelled include digital SLR
 cameras, laptops etc…
 - Experience in organic modelling in Zbrush/Mudbox including texture
 painting is a plus.

 To apply for any of the above positions please send us an email to
 j...@sehsucht.de with the job title as subject.
 Feel free to include links to your online reel and CV or post a DVD copy
 including your written application via snail mail to:

 SEHSUCHT GmbH
 Laeiszstrasse 13-15
 20357 Hamburg
 Germany


 About SEHSUCHT:
 SEHSUCHT is both a design-orientated production house with an in-house
 art department and a team of highly creative directors as well as a
 classic VFX post-production house serving the commercial film industry.
 With our main office in Hamburg, Germany and a small boutique outpost in
 Berlin our team of internationally experienced artists have been
 successfully working together with clients like Lamborghini, Audi, RAM
 Trucks, Google or MTV for more than 10 years.

 www.sehsucht.de



Re: Curl Noise Framework compound

2012-11-12 Thread Ciaran Moloney
Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also,
no disconnected nodes here when I do a simple dd from the preset browser.
2012 or 13?


On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.comwrote:

  Hi guys,
 Has anyone managed to get the Curl Noise Framework compound working? I had
 a
 look inside it and there are a whole load of disconnected nodes. It looks
 like
 it was exported without the Embed internal compounds flag ticked (always
 a BIG
 mistake!) and is missing a compound that it relied on.

 Having said that, I just checked the XML of the compound and all the nodes
 mentioned in it are instantiated in the compound. It's as if it was
 exported
 incorrectly at Autodesk's end.

 If anyone knows how to get it working, or can give me a couple of pointers
 as to
 what needs to be plugged in to what, I'd be super appreciative.

 Thanks,
 Andy



Re: Curl Noise Framework compound

2012-11-12 Thread Rob Chapman
think you have to have it connected AND setup properly to see it working.
 depends if you are moving as forces or as postions as well.  Ive used it a
lot and highly recommend it. also if you do GetICE|get bubbles an ICE
tree compound is made with the curl noise framework correctly set up inside
already

hope that helps!



On 12 November 2012 18:36, Ciaran Moloney moloney.cia...@gmail.com wrote:

 Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also,
 no disconnected nodes here when I do a simple dd from the preset browser.
 2012 or 13?



 On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.comwrote:

  Hi guys,
 Has anyone managed to get the Curl Noise Framework compound working? I
 had a
 look inside it and there are a whole load of disconnected nodes. It looks
 like
 it was exported without the Embed internal compounds flag ticked
 (always a BIG
 mistake!) and is missing a compound that it relied on.

 Having said that, I just checked the XML of the compound and all the nodes
 mentioned in it are instantiated in the compound. It's as if it was
 exported
 incorrectly at Autodesk's end.

 If anyone knows how to get it working, or can give me a couple of
 pointers as to
 what needs to be plugged in to what, I'd be super appreciative.

 Thanks,
 Andy





RE: polygon island attributes

2012-11-12 Thread Matt Lind
What you need to do is break the problem down into 2 or more passes.  The first 
pass identifies and tags polygon islands.  The second pass applies the 
turbulence effect.

Identifying polygon islands is a one-time process which you should be able to 
accomplish using a scripted command which identifies the islands and tags them 
by creating array nodes in an ICE Tree and stores the results as custom ICE 
attribute data.

The second pass can be completed in ICE by reading the custom attribute data 
and applying the turbulence as needed.

Matt




From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de Lagemaat 
[si...@theembassyvfx.com]
Sent: Saturday, November 10, 2012 8:57 PM
To: softimage@listproc.autodesk.com
Subject: Re: polygon island attributes

Ya I'm looking for a poly island solution which I had kind of thought wouldn't 
be straight forward.  I'm pretty slow when it comes to putting around ICE but 
I've been thinking of some hacky conceptual methods of doing it.

1.  creating a particle at the center of every island, getting that particle to 
sample a turbulence noise and then passing that value to the island.

2. mapping only one point on the island then passing that value to the other 
island points.

I'm sure there are better ways to do it but those are what my artist brain came 
up with so far.  I'm not sure about what would require scripting and what 
wouldn't

On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman 
alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote:
Hi Ciaran,

That would work for polygons individually, but Simon seems to be
asking about polygon islands (so multiple polys per island.) That's
quite tricky to get via ICE alone without scripted help.

On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney
moloney.cia...@gmail.commailto:moloney.cia...@gmail.com wrote:
 Dive inside the turbulence compound and replace any instances of
 pointposition with polygonposition. Also, swap polygonindex for point ID.


 On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat
 si...@theembassyvfx.commailto:si...@theembassyvfx.com wrote:

 Hey all,

 A while ago I asked how to assign random attributes to polygon islands and
 I've recently revisited that task and used a couple of methods using the get
 array minimum technique.

 Currently I'm just assigning purely random values using a random value
 node which has my custom poly island indices plugged into it.  What I'd like
 to do is find a way to drive each islands value via a worley noise or
 turbulise node so I can get a more patterned, less random change to the
 values from island to island.  The issue is finding a way to sample the
 noise at one point for each island and I'm not sure how to go about that.

 If you have any ideas or could point me to something I'd love to hear from
 you.

 Cheers.





Re: polygon island attributes

2012-11-12 Thread Simon van de Lagemaat
Thanks Matt,

I've managed to do the first task of isolating and creating and indexing
the islands in ICE.  Here's the tree, I got the setup from a a forum
somewhere, I think they based their setup on Helgees method.

https://dl.dropbox.com/u/2741653/icetree.jpg

It's the second pass that I'm having trouble with, how to point sample a
noise function for each island, or average it between the vertices of each
island.

This is all getting passed to the RT as attributes.

On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind ml...@carbinestudios.comwrote:

  What you need to do is break the problem down into 2 or more passes.  The
 first pass identifies and tags polygon islands.  The second pass applies
 the turbulence effect.

 Identifying polygon islands is a one-time process which you should be able
 to accomplish using a scripted command which identifies the islands and
 tags them by creating array nodes in an ICE Tree and stores the results as
 custom ICE attribute data.

 The second pass can be completed in ICE by reading the custom attribute
 data and applying the turbulence as needed.

 Matt



  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de
 Lagemaat [si...@theembassyvfx.com]
 *Sent:* Saturday, November 10, 2012 8:57 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: polygon island attributes

  Ya I'm looking for a poly island solution which I had kind of thought
 wouldn't be straight forward.  I'm pretty slow when it comes to putting
 around ICE but I've been thinking of some hacky conceptual methods of doing
 it.

  1.  creating a particle at the center of every island, getting that
 particle to sample a turbulence noise and then passing that value to the
 island.

  2. mapping only one point on the island then passing that value to the
 other island points.

  I'm sure there are better ways to do it but those are what my artist
 brain came up with so far.  I'm not sure about what would require scripting
 and what wouldn't

 On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Hi Ciaran,

 That would work for polygons individually, but Simon seems to be
 asking about polygon islands (so multiple polys per island.) That's
 quite tricky to get via ICE alone without scripted help.

 On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney
 moloney.cia...@gmail.com wrote:
  Dive inside the turbulence compound and replace any instances of
  pointposition with polygonposition. Also, swap polygonindex for point
 ID.
 
 
  On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat
  si...@theembassyvfx.com wrote:
 
  Hey all,
 
  A while ago I asked how to assign random attributes to polygon islands
 and
  I've recently revisited that task and used a couple of methods using
 the get
  array minimum technique.
 
  Currently I'm just assigning purely random values using a random value
  node which has my custom poly island indices plugged into it.  What
 I'd like
  to do is find a way to drive each islands value via a worley noise or
  turbulise node so I can get a more patterned, less random change to the
  values from island to island.  The issue is finding a way to sample the
  noise at one point for each island and I'm not sure how to go about
 that.
 
  If you have any ideas or could point me to something I'd love to hear
 from
  you.
 
  Cheers.
 
 





Re: polygon island attributes

2012-11-12 Thread Gustavo Eggert Boehs
http://www.gustavoeb.com.br/mtools/documentation/#special-cases-16

In this tools ive built for motiongraphics work you can find a compound for
both creating the data and then constraining the islands to particles. No
close compounds so you can see how everything works :-)
Em 12/11/2012 18:16, Simon van de Lagemaat si...@theembassyvfx.com
escreveu:

 Thanks Matt,

 I've managed to do the first task of isolating and creating and indexing
 the islands in ICE.  Here's the tree, I got the setup from a a forum
 somewhere, I think they based their setup on Helgees method.

 https://dl.dropbox.com/u/2741653/icetree.jpg

 It's the second pass that I'm having trouble with, how to point sample a
 noise function for each island, or average it between the vertices of each
 island.

 This is all getting passed to the RT as attributes.

 On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind ml...@carbinestudios.comwrote:

  What you need to do is break the problem down into 2 or more passes.  The
 first pass identifies and tags polygon islands.  The second pass applies
 the turbulence effect.

 Identifying polygon islands is a one-time process which you should be
 able to accomplish using a scripted command which identifies the islands
 and tags them by creating array nodes in an ICE Tree and stores the results
 as custom ICE attribute data.

 The second pass can be completed in ICE by reading the custom attribute
 data and applying the turbulence as needed.

 Matt



  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de
 Lagemaat [si...@theembassyvfx.com]
 *Sent:* Saturday, November 10, 2012 8:57 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: polygon island attributes

  Ya I'm looking for a poly island solution which I had kind of thought
 wouldn't be straight forward.  I'm pretty slow when it comes to putting
 around ICE but I've been thinking of some hacky conceptual methods of doing
 it.

  1.  creating a particle at the center of every island, getting that
 particle to sample a turbulence noise and then passing that value to the
 island.

  2. mapping only one point on the island then passing that value to the
 other island points.

  I'm sure there are better ways to do it but those are what my artist
 brain came up with so far.  I'm not sure about what would require scripting
 and what wouldn't

 On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 Hi Ciaran,

 That would work for polygons individually, but Simon seems to be
 asking about polygon islands (so multiple polys per island.) That's
 quite tricky to get via ICE alone without scripted help.

 On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney
 moloney.cia...@gmail.com wrote:
  Dive inside the turbulence compound and replace any instances of
  pointposition with polygonposition. Also, swap polygonindex for point
 ID.
 
 
  On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat
  si...@theembassyvfx.com wrote:
 
  Hey all,
 
  A while ago I asked how to assign random attributes to polygon
 islands and
  I've recently revisited that task and used a couple of methods using
 the get
  array minimum technique.
 
  Currently I'm just assigning purely random values using a random value
  node which has my custom poly island indices plugged into it.  What
 I'd like
  to do is find a way to drive each islands value via a worley noise or
  turbulise node so I can get a more patterned, less random change to
 the
  values from island to island.  The issue is finding a way to sample
 the
  noise at one point for each island and I'm not sure how to go about
 that.
 
  If you have any ideas or could point me to something I'd love to hear
 from
  you.
 
  Cheers.
 
 






Re: Curl Noise Framework compound

2012-11-12 Thread Andy Nicholas
Thanks for your help guys. Michal Doniec also sent me a full compound as well 
as a screen shot of how everything should be connected. So all that as well as 
your suggestions should be enough to go on, I'll check it all out tomorrow. 

Thanks again!
Andy


On 12 Nov 2012, at 18:49, Rob Chapman wrote:

 think you have to have it connected AND setup properly to see it working.  
 depends if you are moving as forces or as postions as well.  Ive used it a 
 lot and highly recommend it. also if you do GetICE|get bubbles an ICE tree 
 compound is made with the curl noise framework correctly set up inside already
 
 hope that helps!
 
  
 
 On 12 November 2012 18:36, Ciaran Moloney moloney.cia...@gmail.com wrote:
 Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also, no 
 disconnected nodes here when I do a simple dd from the preset browser. 2012 
 or 13?
 
 
 
 On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.com wrote:
  Hi guys,
 Has anyone managed to get the Curl Noise Framework compound working? I had a
 look inside it and there are a whole load of disconnected nodes. It looks like
 it was exported without the Embed internal compounds flag ticked (always a 
 BIG
 mistake!) and is missing a compound that it relied on.
 
 Having said that, I just checked the XML of the compound and all the nodes
 mentioned in it are instantiated in the compound. It's as if it was exported
 incorrectly at Autodesk's end.
 
 If anyone knows how to get it working, or can give me a couple of pointers as 
 to
 what needs to be plugged in to what, I'd be super appreciative.
 
 Thanks,
 Andy
 
 



Re: polygon island attributes

2012-11-12 Thread Simon van de Lagemaat
Alan that works brilliantly!  I plugged it into my gradient et voila!
 Sometimes I keep forgetting how I can hack into the compounds to expose
parameters.

Thank you very much everyone for the help.  Hopefully others will be able
to use these techniques as well.

On Mon, Nov 12, 2012 at 3:11 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 On second thought, if you don't mind inaccurate island positions -- that
 is, not the actual island centers -- and you just want to get some
 turbulent values, you could use the IDs as vectors (thus plotting them in
 space) and because they're in space, you can now sample them and use their
 value for noise.

 Here's how I went about it:






Re: Curl Noise Framework compound

2012-11-12 Thread Byungchul Kang
could you forward the full compound of Michal Doniec? I want that, too.
Thanks

Kang

나의 iPad에서 보냄
Sent from my iPad

2012. 11. 13. 오전 7:44 Andy Nicholas a...@andynicholas.com 작성:

Thanks for your help guys. Michal Doniec also sent me a full compound as
well as a screen shot of how everything should be connected. So all that as
well as your suggestions should be enough to go on, I'll check it all out
tomorrow.

Thanks again!
Andy


On 12 Nov 2012, at 18:49, Rob Chapman wrote:

think you have to have it connected AND setup properly to see it working.
 depends if you are moving as forces or as postions as well.  Ive used it a
lot and highly recommend it. also if you do GetICE|get bubbles an ICE
tree compound is made with the curl noise framework correctly set up inside
already

hope that helps!



On 12 November 2012 18:36, Ciaran Moloney moloney.cia...@gmail.com wrote:

 Used it on a few jobs. It's great! Sorry, that's not helpful at all. Also,
 no disconnected nodes here when I do a simple dd from the preset browser.
 2012 or 13?



 On Mon, Nov 12, 2012 at 6:26 PM, Andy Nicholas a...@andynicholas.comwrote:

  Hi guys,
 Has anyone managed to get the Curl Noise Framework compound working? I
 had a
 look inside it and there are a whole load of disconnected nodes. It looks
 like
 it was exported without the Embed internal compounds flag ticked
 (always a BIG
 mistake!) and is missing a compound that it relied on.

 Having said that, I just checked the XML of the compound and all the nodes
 mentioned in it are instantiated in the compound. It's as if it was
 exported
 incorrectly at Autodesk's end.

 If anyone knows how to get it working, or can give me a couple of
 pointers as to
 what needs to be plugged in to what, I'd be super appreciative.

 Thanks,
 Andy





Re: polygon island attributes

2012-11-12 Thread Simon van de Lagemaat
I will admit it would be nice to be able to properly map the islands
positions in space.  Seems like that should be possible.

On Mon, Nov 12, 2012 at 3:11 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 On second thought, if you don't mind inaccurate island positions -- that
 is, not the actual island centers -- and you just want to get some
 turbulent values, you could use the IDs as vectors (thus plotting them in
 space) and because they're in space, you can now sample them and use their
 value for noise.

 Here's how I went about it:





 On Mon, Nov 12, 2012 at 5:45 PM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Nice tree, Simon! :)

 Here's a way to use the *Random Value* node:



 If you want to use the Turbulence node then it gets trickier as you must
 correlate your IDs to a specific position in space to properly sample its
 noise. Might try that later.

 Hope this helps a bit.


 On Mon, Nov 12, 2012 at 3:15 PM, Simon van de Lagemaat 
 si...@theembassyvfx.com wrote:

 Thanks Matt,

 I've managed to do the first task of isolating and creating and indexing
 the islands in ICE.  Here's the tree, I got the setup from a a forum
 somewhere, I think they based their setup on Helgees method.

 https://dl.dropbox.com/u/2741653/icetree.jpg

 It's the second pass that I'm having trouble with, how to point sample a
 noise function for each island, or average it between the vertices of each
 island.

 This is all getting passed to the RT as attributes.


 On Mon, Nov 12, 2012 at 11:17 AM, Matt Lind ml...@carbinestudios.comwrote:

  What you need to do is break the problem down into 2 or more passes.  The
 first pass identifies and tags polygon islands.  The second pass applies
 the turbulence effect.

 Identifying polygon islands is a one-time process which you should be
 able to accomplish using a scripted command which identifies the islands
 and tags them by creating array nodes in an ICE Tree and stores the results
 as custom ICE attribute data.

 The second pass can be completed in ICE by reading the custom attribute
 data and applying the turbulence as needed.

 Matt



  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Simon van de
 Lagemaat [si...@theembassyvfx.com]
 *Sent:* Saturday, November 10, 2012 8:57 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: polygon island attributes

  Ya I'm looking for a poly island solution which I had kind of thought
 wouldn't be straight forward.  I'm pretty slow when it comes to putting
 around ICE but I've been thinking of some hacky conceptual methods of doing
 it.

  1.  creating a particle at the center of every island, getting that
 particle to sample a turbulence noise and then passing that value to the
 island.

  2. mapping only one point on the island then passing that value to
 the other island points.

  I'm sure there are better ways to do it but those are what my artist
 brain came up with so far.  I'm not sure about what would require scripting
 and what wouldn't

 On Sat, Nov 10, 2012 at 8:39 PM, Alan Fregtman alan.fregt...@gmail.com
  wrote:

 Hi Ciaran,

 That would work for polygons individually, but Simon seems to be
 asking about polygon islands (so multiple polys per island.) That's
 quite tricky to get via ICE alone without scripted help.

 On Sat, Nov 10, 2012 at 11:15 PM, Ciaran Moloney
 moloney.cia...@gmail.com wrote:
  Dive inside the turbulence compound and replace any instances of
  pointposition with polygonposition. Also, swap polygonindex for
 point ID.
 
 
  On Sat, Nov 10, 2012 at 12:21 AM, Simon van de Lagemaat
  si...@theembassyvfx.com wrote:
 
  Hey all,
 
  A while ago I asked how to assign random attributes to polygon
 islands and
  I've recently revisited that task and used a couple of methods
 using the get
  array minimum technique.
 
  Currently I'm just assigning purely random values using a random
 value
  node which has my custom poly island indices plugged into it.  What
 I'd like
  to do is find a way to drive each islands value via a worley noise
 or
  turbulise node so I can get a more patterned, less random change to
 the
  values from island to island.  The issue is finding a way to sample
 the
  noise at one point for each island and I'm not sure how to go about
 that.
 
  If you have any ideas or could point me to something I'd love to
 hear from
  you.
 
  Cheers.