Paul, thank's for the long answer :)
I understand better, I believe the various pictures sizes is the only thing that might not be treated directly out of the box.
I get your point now, thank you ;)

Olivier


Le 11/05/2013 20:37, Paul Griswold a écrit :
Well, IMHO there are times when Softimage is too robust for it's own good. In this case, being able to quickly set up a huge number of image planes without having to create a material, UVs, or even a grid, is great.

I'm a far cry from a TD, so I look at a huge pile of randomly sized images from my client that I have to use in a motion graphics piece and the only solution I have in my mind is to create a grid, apply a material/sprite node, attach an image, create UVs, and then repeat the process over and over until I have them all built.

With ImagePlane3D in Fusion you feed it an image, it generates a grid, creates UVs and assigns a surface automatically. If you switch the image, it changes the grid to match the aspect ratio of the new image.

It's not that I'm enthusiastic about it, I'm just lazy and wanted a faster way to get things set up. ;-)

But it did get me thinking about Particle Illusion and how it does things & how cool it would be if ICE could do something similar. PI is a particle system that fakes a lot of stuff by using images or image sequences. Imagine if you could load an image / image sequence directly into ICE and change the Emit Shape to "Image" and instead of a point, sphere, etc., you emitted images.

-Paul



On Sat, May 11, 2013 at 2:17 PM, olivier jeannel <olivier.jean...@noos.fr <mailto:olivier.jean...@noos.fr>> wrote:

    I'm not working this week end (no Softimage), but I don't really
    get what is this image plane you're so enthousiast about.
    Feel free to throw a screen grab (if you've got time).

    Take care,

    Olivier

    Le 11/05/2013 19:46, Paul Griswold a écrit :
    Wow that's awesome!

    Yeah, in Fusion the ImagePlane3D is used to set up matte shots.
     You can feed it an image and it'll just give you a grid that's
    exactly the correct size/aspect to match the image & it also uses
    the alpha properly.  It's great for quickly setting up an
    environment - you just load up trees, bushes, a treeline, etc.

    I was thinking about it, and what would be really cool is if
    there was a way for ICE to read a bunch of images, create an
    array and then apply them to the ICE rectangle particle shapes
    individually.  Basically the way you'd normally pick a group of
    objects for your instance shapes, but just with images.

    Thanks!

    Paul




    On Sat, May 11, 2013 at 5:34 AM, Martin <furik...@gmail.com
    <mailto:furik...@gmail.com>> wrote:

        My mistake, it was xres and yres.

        And now that I have opened SI, I wrote something.

        If I haven't misunderstand what you need, you could do
        something like this:

        //-------------------
        //JScript

        // Load Texture
        var ImgFilePath = "Pictures\\TEST.tga";
        var newImg = SICreateImageClip(ImgFilePath)(0);
        xres = newImg.Source.xres.value;
        yres = newImg.Source.yres.value;

        // Create Grid
        var r = ActiveSceneRoot;
        var imgName =
        ImgFilePath.substring(ImgFilePath.lastIndexOf("\\")+1,
        ImgFilePath.lastIndexOf("."));
        var grid = r.AddGeometry("grid", "MeshSurface", imgName);
        grid.vlength = (yres / xres) * grid.ulength.value;

        // Apply Material
        ApplyShader("$XSI_DSPRESETS\\Shaders\\Material\\Lambert.Preset",
        grid, null, "", siLetLocalMaterialsOverlap);
        var Shader = grid.Material.shaders("Lambert");
        SIConnectShaderToCnxPoint(newImg, Shader.diffuse, false);
        var TP = CreateProjection(grid, siTxtPlanarXZ,
        siTxtDefaultPlanarXZ, null, "Texture_Projection", null, null,
        null)(1);
        SetInstanceDataValue(null, Shader+".Image.tspace_id", TP);
        grid.Material.name <http://grid.Material.name> = imgName +
        "_Mat";
        //-------------------

        It will create a grid, keep the grid U value and change its Y
        value to match the texture aspect ratio.

        Make a loop with FSO and your folder with your textures and
        do your 100 grids in seconds.

        regards,

        M.Yara


        On Sat, May 11, 2013 at 12:03 PM, Martin <furik...@gmail.com
        <mailto:furik...@gmail.com>> wrote:

            I haven't used Fusion so I don't know exactly what is
            ImagePlane3D but if you want to create a grid, put a
            texture and match the aspect ratio to texture, I don't
            think there is something like that out of the box but
            that should be easily scriptable by reading the
            imageclip's source resx and resy. (I'm not in front of a
            PC but I think it was something like that
            imageclip.source.resx)

            cheers

            Martin

            On 2013/05/11, at 3:31, Paul Griswold
            <pgrisw...@fusiondigitalproductions.com
            <mailto:pgrisw...@fusiondigitalproductions.com>> wrote:

            Softimage doesn't happen to have anything like Fusion's
            ImagePlane3D, does it?

            It's nothing more than a simple grid with an image
            mapped to it.  But the nice thing is, there's no need to
            create UVs or a material and the grid is automatically
            sized to match the aspect ratio of the image you're
            feeding it.

            I have a project where I need to create probably 100+ of
            these simple image planes, so it'd be fantastic of Soft
            had something like that.

            -Paul






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