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
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
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
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might be outdated already, but Unity seems to be a good starting point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
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
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
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
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
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
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
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
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
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
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
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
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
--
---
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
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
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
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
+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,
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
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
+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
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
+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,
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
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
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
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
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
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
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
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...
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.
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
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
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,
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
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
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
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
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
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
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
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
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 -
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
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
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