Re: PyQT for Softimage: problem with QIcons?

2013-02-06 Thread philipp.oeser
Thanx for the answers everyone, some more testing shows that it appears to be related to jpgs. pngs display fine. but jpgs fail. no matter where they come from, no matter where I try to display them (on a button, StandardItem, GraphicsView). can someone give this a short try and confirm? and

Re: debug display attributes

2013-02-06 Thread Peter Agg
These are the moments where the Log Values node comes in handy. See also: long arrays. On 6 February 2013 13:14, Fabricio Chamon xsiml...@gmail.com wrote: no, afaik. here's something: it displays the attribute on the closest point to the bbox center of the cloud. (ignores default values)

Re: debug display attributes

2013-02-06 Thread Sebastian Kowalski
nice, tried something similar. obj to point context, but than i couldn't display just one value ;P thanks fabricio Am 06.02.2013 um 14:14 schrieb Fabricio Chamon xsiml...@gmail.com: no, afaik. here's something: it displays the attribute on the closest point to the bbox center of the

[Mini rant-let] Caching attributes - again.

2013-02-06 Thread Dan Yargici
While I appreciate the software's efforts to cache only the ICE attributes that it deems necessary (unless I list all the ones I want - in this case, many); can we please, please, get a Just bastard cache everything, I don't care how big the cache files are button? I've lost hours today trying

Re: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Sebastian Kowalski
+1 for brute cache ! Am 06.02.2013 um 15:06 schrieb Dan Yargici danyarg...@gmail.com: While I appreciate the software's efforts to cache only the ICE attributes that it deems necessary (unless I list all the ones I want - in this case, many); can we please, please, get a Just bastard cache

Re: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Rob Chapman
long way around but definitely a brute force approach. make a custom attribute display for each attribute you need storing. On 6 February 2013 14:14, Sebastian Kowalski l...@sekow.com wrote: +1 for brute cache ! Am 06.02.2013 um 15:06 schrieb Dan Yargici danyarg...@gmail.com: While I

Re: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Dan Yargici
Thanks Rob. Yeah, I know about that one but it's just so hacky and shit, frankly. There really needs to be a fool-proof fallback implemented once and for all. DAN On Wed, Feb 6, 2013 at 4:21 PM, Rob Chapman tekano@gmail.com wrote: long way around but definitely a brute force approach.

Re: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Rob Chapman
I know I know, I used to have various hacky ways to 'force' an attribute to be stored in a cache. daisychaining them or storing userdata in the color or whatever ;) all of them have failed me at some point until I happened upon a demo ICE topo scene provided by Ciaran Moloney and saw that every

Re: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Vladimir Jankijevic
one way of doing it is to put a Log Values between the data and the setData node. Even if the log node is muted, Log is unchecked, this node forces the attributes to be evaluated. Cheers Vladimir On Wed, Feb 6, 2013 at 3:51 PM, Rob Chapman tekano@gmail.com wrote: I know I know, I used to

Re: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Sebastian Kowalski
I've got used to it, but still one of this small things that would ease up my daily routine ;) .sebastian Am 06.02.2013 um 15:51 schrieb Rob Chapman tekano@gmail.com: I know I know, I used to have various hacky ways to 'force' an attribute to be stored in a cache. daisychaining them or

Re: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Alok
I would still advise using the forcing to be done through some arithmetic nodes - like adding a zero vector to point positions etc. Alok Lead TD Modusfx On 06/02/2013 11:14 AM, Vladimir Jankijevic wrote: the problem with this is that with the log node present in the tree, the icetree will

RE: ICE Kinematics

2013-02-06 Thread Grahame Fuller
The position returned from the location is local with respect to the object with the tree. In this case, that's the null that you are driving which is why you are getting strange behaviour. It's much better to put the tree on a rig null and leave that at the origin. BTW the reason that Add

Re: ICE Kinematics

2013-02-06 Thread Jeremie Passerin
Thanks for the tips everyone. Just using an extra null to host the ice tree seems already to fix my problem. Raff : Avoiding local kine make sense to me. I always use Globals when I write SCOP so I should be safe. Thanks for the confirmation. Ahmidou : I'm a bit confused by what you say. The

Re: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Martin Chatterjee
I'd second that. I normally use all attributes I want to force evaluation for to construct a zero length 3D vector. Then I do*GetPointPosition -- AddMyZeroVector -- SetPointPosition* as the last Execute in my tree. Has been working this way for me for years now. Cheers, Martin --

RE: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Sandy Sutherland
funny thing is I have not really been having these problems here - cache away on the farm here and all attributes we wanted cached have worked so far [touch wood and hope that I did not just put a curse on it]. S. Sandy Sutherlandmailto:sandy.sutherl...@triggerfish.co.za | Technical

Re: [Mini rant-let] Caching attributes - again.

2013-02-06 Thread Alok
Hi Sandy, This is a well-known issue for ICE for quite some time now. I am intrigued you have not faced it so far. Most probably you are not caching some user-defined (custom) attributes in your scenes. If you are, then probably you are using these attribute down somewhere in your tree which

SDK: OGLLight

2013-02-06 Thread Matt Lind
Anybody know what coordinate space is used for the values returned by the OGLLight? (e.g. OGLLight.GetLightPosition(), OGLLight.GetLightDirection(), ...) The documentation doesn't specify. Matt

Re: ICE Kinematics

2013-02-06 Thread Raffaele Fragapane
In a lazily evaluated graph (mostly anything in Soft, and most DCC apps in fact) you try to compute the bare minimum, which means you travel upstream from the necessary to the data. IE: object is moved in viewport, things necessary to draw it are inspected until all data found is aligned with the

Re: SDK: OGLLight

2013-02-06 Thread Alok
Not sure, but as far as I can remember, it uses homogenous coordinates so point (x, y, z) is represented as (xw, yw, zw, w). If you are getting a return of four scalars and want to convert to 3d cartesian , simply divide the first three values by the fourth

Re: ICE Kinematics

2013-02-06 Thread Jeremie Passerin
Ahmidou I'll try that ;-) Thanks !

Re: SDK: OGLLight

2013-02-06 Thread Alok
Should be global, but again not sure On 06/02/2013 6:34 PM, Matt Lind wrote: Let me rephrase what coordinate space is returned: local? Global? Screen? Normal? Camera? Thanks,

Re: ICE Kinematics

2013-02-06 Thread Raffaele Fragapane
I mean output to an ICE par, not to a CP par, which is akin to hitting your testicles with a large mallet. On Thu, Feb 7, 2013 at 11:07 AM, joshxsi josh...@gmail.com wrote: FYI, outputting to a parameter to ICE is around 10x slower than outputting to a transform, so I highly recommend that if

RE: SDK: OGLLight

2013-02-06 Thread John Voltaire Tensuan
Hi Matt, Coordinates returned by OGLLight should all be in global space. Are you seeing any weird behavior with it? Thanks, John From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alok Sent: Thursday, February 07, 2013 7:37 AM To:

RE: SDK: OGLLight

2013-02-06 Thread Matt Lind
I'm used to writing mental ray shaders. Mental ray uses different coordinate spaces for every scene item which means shader code contains many conversion routines to do simple stuff like diffuse shading. I'm still getting my feet wet with OpenGL shaders using the Phong shader you sent me a