Re: Texture size in games?

2013-05-15 Thread Stefan Andersson
Also, if and old dog like me that knows everything and nothing, where would be the best starting point? Conversion of knowledge. Or rather don't learn this, totally useless :) Regards Stefan -- Sent from a phone booth in purgatory On May 15, 2013, at 8:31, Stefan Andersson sander...@gmail.com

Texture size in games?

2013-05-15 Thread Stefan Andersson
Hi all! This might be a strange question, but what would be the normal texture size today when creating content for games? I'm trying to learn a new profession and need to test out the basics at home before I jump out into the void :) Also, would unity be a good practice platform? Or any other

RE: custom ICENode - questions and request for example source code

2013-05-15 Thread Matt Lind
well, let's answer the questions first: 1) Does anybody have source code they are willing to share for custom ICE Nodes that deal with topology and/or geometry? 2) Does the lack of reference, location, and execute ports for custom ICE nodes mean I cannot cast a location search from inside an

Re: Texture size in games?

2013-05-15 Thread Stefan Kubicek
I haven't had much to do with games for the last two years so some info might be outdated already, but Unity seems to be a good starting point both in terms of features and affordability. As for textures, it totally depends on what type of asset you want to build, and for which Platform

RE: Texture size in games?

2013-05-15 Thread Szabolcs Matefy
Hi As a game artist it's very hard to really answer :D I used to make my textures usually in 2k*2k and downsize for the needs. Usually I meet always requests, like the texture is good, could you make it in bigger res? So a 2k is a safe size, you can deliver any size fitting to the rule of power

Re: Texture size in games?

2013-05-15 Thread Martin
Hi Stefan, I don't think there is a normal size. It will depend on your platform specs and type of game. If it's a fighting game, you may use more resources because it will display less characters at the same time than a strategy game. In a fight game for PS3, we used 1024 for the body and 512

RE: Texture size in games?

2013-05-15 Thread Szabolcs Matefy
And if we are technical details, number of vertex data matter a lot (depending on engine of course) So the number of UV islands, hard edges, materials are affecting performance too. And the texture compression too. I was working on several games when I was working as a freelancer, and there were

RE: Texture size in games?

2013-05-15 Thread Matt Lind
Well, you can look at it from two different points of view: a) Do what many game artists do and brute force their way through making content with heavy iteration. b) Do what many game programmers do and try to be efficient. If you just want a job in games, follow path A which doesn't really

RE: Texture size in games?

2013-05-15 Thread Szabolcs Matefy
Very good writing Matt, I love the part you wrote about the 5000-1000-400-5000 method! :) And in addition, our game engine was really sensitive to vertex data (UV island borders, hard edges doubled the vertex data, and sometimes the drawcall as well), and lead artist was sensitive to the UV

Re: Texture size in games?

2013-05-15 Thread Stefan Andersson
Great response everyone! Except for polycounts and fascist UV mapping, it more or less sounds similar in a lot of ways to what I'm already doing. I wont go into games trying to become a programmer, I do want to make art. But as Matt suggested, I'm more likely to go art/tech since I'm somewhat of a

RE: Texture size in games?

2013-05-15 Thread Szabolcs Matefy
We use SI for 1unit = 1 m. That's our habit :D But it depends on the exporter. If you use FBX for games, you might use any scale like 1 unit = 10 cm, etc. Mipmapping, and UV mapping for mipmapping is real pain in the artist ass :D I recall debates with lead artist, who insisted that I should move

Re: Texture size in games?

2013-05-15 Thread Martin
One thing that is very different from rendering works, is that you need to be very clean with your data, naming convetion may be more important, history and alive operators are not welcome. Basic scripting skills helps a lot even if you're not a TD, and specially if your company doesn't have too

heavy ice operation flaws

2013-05-15 Thread Sebastian Kowalski
hey list, i am feeling a bit bad because of complaining every time i am writing to this beloved list. sorry, but… a) load a heavy cache, generate a shitload of points, build up huge arrays and the ram consumption raises to max. well thats not the problem, but delete that cloud, plug off the

Aw: heavy ice operation flaws

2013-05-15 Thread Leo Quensel
To b: I once tried to cast rays from a camera to points in a pointcloud to determine visibility. It was enough to have the camera connected to a raycast node and it was evaluated all the time - even if the raycast node was completely disconnected from anything else. This was on 2012

Re: custom ICENode - questions and request for example source code

2013-05-15 Thread Ahmidou Lyazidi
From my small experience about this, you can't make a custom topology or kinematics node, you make a node that abstract the more or less complex computation, then you feed the topology nodes (or a matrix in the case of kinematics). As you stated you can't use locators, or location queries in a

Any (CG) software as a service. Now.

2013-05-15 Thread Stefan Kubicek
I have the slight feeling that this isn't necessarily going to slow down the migration from desktop to web-based applications: https://www.youtube.com/watch?v=YUsCnWBK8gchd=1 Press release: http://www.otoy.com/130501_OTOY_release_FINAL.pdf -- ---

Re: custom ICENode - questions and request for example source code

2013-05-15 Thread Raffaele Fragapane
If you are using while and repeat nodes to reparametrize the surface, you are paying a ton of unnecessary costs. Yes, those things are slow, no, they are often not required, which is why both me and Ciaran had the same hunch. Matter of fact, I very recently worked on an equivalent problem, but

Re: custom ICENode - questions and request for example source code

2013-05-15 Thread Guillaume Laforge
For topology, there is no SDK access. But a custom node can do all the low level stuff (manipulating the so called PolygonalDescription). Same for Kinematics, a custom node can manipulate a 4X4 matrix. At the end you need to set the topo/kine using the corresponding attribute. Here is an example

Re: Aw: heavy ice operation flaws

2013-05-15 Thread Andreas Böinghoff
b: I'm a bit double-minded when it comes to evaluation of hidden ICE trees. Sometimes it's nice to have, sometimes not. Personally I would love to see two this. First: The possibility to turn of the evaluation of all ICE trees in the Scene (Like in Maya - Evaluate Notes). That would also be

Re: custom ICENode - questions and request for example source code

2013-05-15 Thread Guillaume Laforge
As my blog is rather dead those days, I put the code, compound and scenes on this public repo: https://github.com/frenchdog/ICEConvexHull Cheers, Guillaume On Wed, May 15, 2013 at 6:39 AM, Guillaume Laforge guillaume.laforge...@gmail.com wrote: For topology, there is no SDK access. But a

Re: Aw: heavy ice operation flaws

2013-05-15 Thread Guillaume Laforge
+1 for: - Various Graph evaluation modes : Mute, On demand, Always (some examples here: https://vimeo.com/48242379) - Faster evaluation of the graph validation (as it would still be needed if you are editing a mutted ICETree) - Fixing Hidden but still evaluating ICETree bugs On Wed, May 15,

Aw: Re: heavy ice operation flaws

2013-05-15 Thread Leo Quensel
Oh yes the graph validation becomes a huge pain after a certain number of nodes. I had projects where it took 30 seconds just to connect a single node. No fun :( Gesendet:Mittwoch, 15. Mai 2013 um 13:08 Uhr Von:Guillaume Laforge guillaume.laforge...@gmail.com

Re: Re: heavy ice operation flaws

2013-05-15 Thread Vincent Fortin
I didn't know it was called the graph validation but this problem happens to me as soon as the scene grows over a certain number of point clouds/nodes. The evaluation of the graph itself is *super fast* but dropping a new node or even selecting one takes forever with screen turning white. In

Re: Re: heavy ice operation flaws

2013-05-15 Thread Jens Lindgren
+1 for faster validation as well. Really annoying. On Wed, May 15, 2013 at 2:40 PM, Vincent Fortin vfor...@gmail.com wrote: I didn't know it was called the graph validation but this problem happens to me as soon as the scene grows over a certain number of point clouds/nodes. The evaluation

Re: PyQtForSoftimage with PySide support

2013-05-15 Thread Stefan Kubicek
Hi Steven, I managed to compile and create a Windows installer for PySide 1.1.3 using Qt 4.8.4, VS2010 and Python 2.7.4, all x64. For a quick test I also modified the PyQtForSoftimage Python scripts to use the PySide libs instead of PyQt and I was able to run the ExampleDialog and

Re: heavy ice operation flaws

2013-05-15 Thread Andy Moorer
+1 here for G's suggestions as well, graph eval modes would solve so many issues. If we could tag certain execution ports of an ice op to always evaluate while preserving the on demand speed of other branches, even better. +1 for: - Various Graph evaluation modes : Mute, On demand,

Re: Any (CG) software as a service. Now.

2013-05-15 Thread Alan Fregtman
Thiago's new Lagoa cloud-based renderer is also a pretty impressive use of HTML5 for a 3D DCC: http://home.lagoa.com/ On Wed, May 15, 2013 at 6:15 AM, Stefan Kubicek s...@tidbit-images.comwrote: I have the slight feeling that this isn't necessarily going to slow down the migration from

Re: Any (CG) software as a service. Now.

2013-05-15 Thread Stefan Kubicek
Indeed, if only I had more time to play with it :-/ Thiago's new Lagoa cloud-based renderer is also a pretty impressive use of HTML5 for a 3D DCC: http://home.lagoa.com/ On Wed, May 15, 2013 at 6:15 AM, Stefan Kubicek s...@tidbit-images.comwrote: I have the slight feeling that this isn't

Re: PyQtForSoftimage with PySide support

2013-05-15 Thread Steven Caron
thanks for the offer stefan, but i have an installer already and i plan on making it available once it gets some testing. a made a module to abstract the python qt bindings (combined a few that i found online), this module attempts to remove any need for different syntax. that code is available

RE: custom ICENode - questions and request for example source code

2013-05-15 Thread Matt Lind
That's what I was afraid of. I remember your findings from a while ago, which was part of my incentive to pursue this route. 500ms vs. 20ms is quite significant (2500%). In my case it would be the difference between acceptable performance and unacceptable performance. I'm OK with having to

RE: custom ICENode - questions and request for example source code

2013-05-15 Thread Matt Lind
BTW - the link to the source code is dead. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi Sent: Wednesday, May 15, 2013 3:07 AM To: softimage@listproc.autodesk.com Subject: Re: custom ICENode - questions and

Re: custom ICENode - questions and request for example source code

2013-05-15 Thread Sebastien Sterling
for Topology there is no SDK access does this mean none existent or locked ? and..Why ? if Matt wants to create custom nodes, are the limitation inherent to ice, or is ice like the standard SDK locked in certain areas ? On 15 May 2013 20:25, Matt Lind ml...@carbinestudios.com wrote: That’s

RE: custom ICENode - questions and request for example source code

2013-05-15 Thread Grahame Fuller
I'm confused. Calculating the local tranform of of object relative to another is just a matter of matrix inversion and multiplication. But of course you already know that, Matt, so I must be misunderstanding something about your problem. Also, have you tried using either the Reinterpret

Re: custom ICENode - questions and request for example source code

2013-05-15 Thread Steven Caron
they don't provide access to the 'topology' type input or output port. you have to make a node that outputs point positions and polygon description. here is an example node which meshes and openvdb grid from an incomplete project of mine...

RE: custom ICENode - questions and request for example source code

2013-05-15 Thread Matt Lind
I think your assumptions are rather off base, Raff. I'd be interested in seeing how you remap a non-uniform UV coordinate to uniform space in ICE using your brute force technique. I solved this problem for a traditional operator, but I cannot see how using your methods it can be done in ICE.

Re: Texture size in games?

2013-05-15 Thread Stefan Andersson
Again, thanks everyone for the feedback. Really helpful information. Faith has it that I'm not suposed to actually give this a try... Tried to install Win7 on my HP machine, and it messed up my EFI boot manager. So nothing would boot up. And I'm really bad at error searching Windows errors. So

RE: custom ICENode - questions and request for example source code

2013-05-15 Thread Matt Lind
Yes, computing a local transform between two objects is pretty trivial, but that's not what I'm doing. I am finding the nearest location on a NURBS surface from an object. I then build an orthonormal basis at that location, and compute the local transform from the object relative to the

Re: Rigid body initial velocity - no ICE

2013-05-15 Thread Adam Sale
what if you were just to animate the ball directly, instead of using a null parent? Set keys to animate it through space, while defining it as a passive RBD, then animate it being an Active RBD at the point where the ball's last key is set. That should work. On Wed, May 15, 2013 at 12:37 PM,

Re[2]: custom ICENode - questions and request for example source code

2013-05-15 Thread Guillaume Laforge
for Topology there is no SDK access does this mean none existent or locked ? and..Why ? It means that you can't get the Topology attribute inside your custom node to play with it and you can't output Topology attribute from a custom node. The Topology attribute is not only the topology of

StrandPosition on PointPosition

2013-05-15 Thread olivier jeannel
Hi there, Nightmaring on this the whole afternoon, I thought I'd be genius enough to find but, no :( I have a simulated pointcloud of 40 particles. I have another non simulated pointcloud of 1 particle with a strand with a StrandCount of 40. How the hell, do I snap the 40

Re: StrandPosition on PointPosition

2013-05-15 Thread Steven Caron
you want a line connecting them all? On Wed, May 15, 2013 at 1:25 PM, olivier jeannel olivier.jean...@noos.frwrote: Hi there, Nightmaring on this the whole afternoon, I thought I'd be genius enough to find but, no :( I have a simulated pointcloud of 40 particles. I have another non

Re: StrandPosition on PointPosition

2013-05-15 Thread olivier jeannel
Ye Le 15/05/2013 22:27, Steven Caron a écrit : you want a line connecting them all? On Wed, May 15, 2013 at 1:25 PM, olivier jeannel olivier.jean...@noos.fr mailto:olivier.jean...@noos.fr wrote: Hi there, Nightmaring on this the whole afternoon, I thought I'd be genius

ICE Caching and Value Token in path

2013-05-15 Thread Eric Thivierge
I'm trying to script a quick script to cache some particle clouds and meshes out and am using the xsi.CacheObjectsIntoFileDialog() command to create the caching options and then filling in the path using a series of tokens. The problem is that I need to use the [Value] token pointing to a

Re: StrandPosition on PointPosition

2013-05-15 Thread olivier jeannel
It's not possible that it was so simple. A Thank's Thomas ! You're my new best friend :D Le 15/05/2013 22:42, Thomas Volkmann a écrit : no time to try it, but 'build array from set' should work? get the 40pointspointcloud.pointPosition - build array from set - set StrandPosition

Re: StrandPosition on PointPosition

2013-05-15 Thread Thomas Volkmann
I can't wait to tell my mum that I have a real friend now!! She will be super exited! olivier jeannel olivier.jean...@noos.fr hat am 15. Mai 2013 um 23:02 geschrieben: It's not possible that it was so simple. A Thank's Thomas ! You're my new best friend :D Le 15/05/2013

Re: custom ICENode - questions and request for example source code

2013-05-15 Thread Ahmidou Lyazidi
I asked Mohammad,* *and he gave me the autorisation to share his sources: https://bitbucket.org/ahmidou_lyazidi/so_cubicbeziercurve Cheers --- Ahmidou Lyazidi Director | TD | CG artist http://vimeo.com/ahmidou/videos 2013/5/16 Matt Lind

RE: custom ICENode - questions and request for example source code

2013-05-15 Thread Matt Lind
What attributes are you setting in your SetData nodes? Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller Sent: Wednesday, May 15, 2013 2:05 PM To: softimage@listproc.autodesk.com Subject: RE: custom ICENode -

Re: custom ICENode - questions and request for example source code

2013-05-15 Thread Raffaele Fragapane
Matt, is the test case you outlined also your use case? Reparametrization, even outside of ICE, is non-trivial since if you want equidistant you are basically facing a minimization problem, which is where I assume you went for forward walking technique (repeat with bouncing or decreasing increment

RE: custom ICENode - questions and request for example source code

2013-05-15 Thread Matt Lind
This is 'a' use case. There are many others. I didn't use the slow approach you describe below. I resorted to an approximation method which involves a reverse lookup to find the nearest NURBS Samples which surround the location on the surface (via a custom binary search on the NURBS Samples