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 - questions and request for example source code

Reinterpret Location does not work well for this case but I seem to be getting 
good results with UV to Location. See attached pic. (Let me know if you can't 
see the attachment.) I tried several values and they all seem good.

Now to find a clever way to store and read the subsurface ID.

gray

From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Wednesday, May 15, 2013 03:15 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: RE: custom ICENode - questions and request for example source code

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.  In fact, I don't think ICE exposes enough of the right kind of 
information to make it possible.  But since you said you've done it, I'd like 
to see how it's done. :)

The problem:

Given a location described as a normalized UV coordinate in non-uniform 
parameterized space, find the equivalent location on another NURBS surface as a 
normalized UV coordinate described in uniform parameterized space.

Test case:

Given 2 NURBS grids with 4 isolines (subdivisions) in U and V.  Leave the first 
surface as a flat plane without deformations, create the 2nd surface by 
duplicating the first surface and deforming the 2nd surface significantly - 
translate the 2nd surface away from the world origin so you can see what you're 
doing.  On the first surface, get the UV Coordinate for the first interior 
isoline intersection in U and V (should be roughly 0.25, 0.25).  Convert that 
UV coordinate to uniform parameterized space so it finds the same first 
interior isoline intersection on the 2nd surface.  Do it using only factory ICE 
nodes.

Actual use case: Repeat the test for arbitrary locations when the surfaces are 
surface meshes comprised of multiple surfaces (or subsurfaces if you prefer)


The main problem here is it takes waaaaaaay too many nodes to get the job done 
in a practical manner.  We need protection against regressions of nodes that 
seem to occur from release to release.  The last thing I want to deal with is 
debugging an ICE Tree with 300+ nodes because one node in the bunch now clamps 
incorrectly, returns NaN, or doesn't handle divide by zero errors correctly 
(because a bug elsewhere fed it a zero).  Finding problems like this in a 
traditional operator is manageable, but doing so in ICE is torture.


Matt






From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Raffaele 
Fragapane
Sent: Wednesday, May 15, 2013 3:36 AM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: custom ICENode - questions and request for example source code

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 trickier 
(think of adding a dimensionality).
By far the fastest approach, although it might seem counter-intuitive, is to 
search and filter geometry, even if it's A LOT of nearest location runs, they 
will always be fast and do an excellent job of accessing a shared optimized 
structure, then it's up to you to filter the arrays in an ICE friendly way (so, 
no repeats), which again is a puzzling art on its own some times (Stephen's has 
excellent blog entries about many basics and sorting tricks if you are 
unfamiliar)

I hear a lot of people complaining about ICE performance, and then frequently 
enough they treat it like if it was a normal programming language and try to 
hammer in whiles, repeats, walking to conditions, multidimensional array 
equivalents and so on, on the assumption that saving nodes is going to make 
things faster, when in actuality there are other ways, that might seem 
counter-intuitive, that will blaze by any of those methods.
Most factory nodes even in the hundreds add a negligible overhead, I have 
complex functions totalling hundreds running faster than the monitor loop can 
time them, and still topping the vSync with sampling rates in the thousands. 
Food for thought there.

ICE still sucks at some many to one cases and definitely does at many to many, 
but a problem like re-parametrizing a surface and getting a correlated coherent 
transform for a null from is not one of them.

I mean no offense, but it sounds like you haven't spent a lot of time working 
with ICE, and you are coming from the assumption that your respectable 
programming knowledge in terms of what's optimal and what isn't might transfer 
across directly, when chances are it's hurting more than anything.
You have to think laterally a good few degrees of separation from C or JS to 
ICE in terms of what's optimal, it's often ironically a lot closer to the metal 
in its SIMD roots than something that gets to scuttle through GCC before 
running gets to be.


On Wed, May 15, 2013 at 5:42 PM, Matt Lind 
<ml...@carbinestudios.com<mailto:ml...@carbinestudios.com>> wrote:
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 ICE node?



To answer your question:

Imagine two nulls and two NURBS Surfaces.  the task is to find the nearest 
location from the first null to the first surface.  At that location, build an 
orthonormal basis and compute the local transform of the null relative to that 
basis.  Then reconstruct that relationship by applying it to the 2nd null 
relative to the 2nd surface assuming both surfaces use uniform 
parameterization, not non-uniform as is the softimage default.  Version 2: 
extend to operate on vertices of polygon meshes instead of nulls.  I have a 
working version, but it is slow and not very stable.

The problem I'm encountering is it simply takes too many factory nodes to be 
able to work efficiently. Each node has a certain amount of overhead regardless 
of what it does. Plus, the support for NURBS in ICE is rather abysmal. I have 
to construct my own orthonormal basis plus implement my own algorithm to 
convert from non-uniform parameterization to uniform parameterization.  Both 
are doable, but take very many nodes to do it (including support for edge 
cases) making the whole effort rather clumsy at best. The parameterization 
conversion is expensive as it involves sorting and searching 
(while/repeat/counter nodes).  When applying the ICE Compound to a polygon mesh 
with 5,000+ vertices.....it gets the job done, but chugs.

I have a version of this tool written as a scripted operator, and it performs 
really well because it has better SDK support and the sorting/searching can be 
better optimized.  But one shortcoming of scripted operators is they 
self-delete if an input goes missing (which often happens on scene load or 
model import when the content has been modifed externally).  This in turn 
causes content using the operator to malfunction generating bug reports which 
are sent to artists to fix.  Unfortunately most artists weren't around when the 
content was created years ago, so they have no idea what's wrong, what the 
expected output is supposed to look like, or how to fix it.  Often an asset has 
to be retired and replaced.   This is my motivation for rewriting the tool as a 
custom ICE node as ICE is much more graceful when it's inputs don't exist - it 
just turns red and sits patiently until conditions improve.  This gives artists 
a chance to fix the problem without having to sweat the details because they 
can read the GetData node to see what's missing, then find and repair it.  I'm 
trying to make the content in our pipeline more durable.

So...I'm looking for code samples of how to deal with topology and geometry in 
ICE.  So far I have not found any.


Matt






________________________________
From: 
softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>
 
[softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Raffaele Fragapane 
[raffsxsil...@googlemail.com<mailto:raffsxsil...@googlemail.com>]
Sent: Tuesday, May 14, 2013 9:00 PM
To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>
Subject: Re: custom ICENode - questions and request for example source code
Yeah, same hunch here.
Unless the performance expectations are in the multiple characters real-time 
concurrently, in which case I think neither way is gonna get there usually.

On Wed, May 15, 2013 at 1:04 PM, Ciaran Moloney 
<moloney.cia...@gmail.com<mailto:moloney.cia...@gmail.com>> wrote:
I'm sorta , kinda sure that's a dead end for a custom node. You might be better 
off optimizing your ICE tree. It doesn't sound like such a complex problem, 
care to share?

On Wed, May 15, 2013 at 2:41 AM, Matt Lind 
<ml...@carbinestudios.com<mailto:ml...@carbinestudios.com>> wrote:
I've been looking at the ICE SDK as a start to the process of writing custom 
ICE Nodes in C++.  I need to write topology generators, modifiers and 
deformation nodes.  So far all the source code I've seen supplied with 
Softimage only deal with particle clouds or primitive data such as converting 
integers to scalars.  Does anybody have source code for working with the 
Softimage SDK inside an ICE Node to modify topology/geometry?.....or 
Kinematics?   Example:  creating a polygon mesh from scratch, adding/removing 
subcomponents, dealing with clusters, etc...  I ask this partly because the ICE 
SDK docs say to not use the object model....which leads to the question - how 
do I do anything?




While also browsing the SDK docs, I saw in the 'limitations' section that 
custom ICE Nodes cannot define reference, location, or execute ports.   Since I 
am very interested in working with locations, does this mean I cannot do 
queries for locations from inside the ICE Node?  Or does it only mean I cannot 
send/receive locations from other ICE nodes?

Example:

I need to write an ICE Node which takes a polygon mesh and 2 NURBS Surfaces as 
inputs, and whose output is the deformation of a 2nd polygon mesh.  To 
accomplish this feat requires the use of point Locators to map the relationship 
between the first polygon mesh's points relative to the first surface, then 
re-interpret that information to deform the points of the 2nd polygon mesh in 
relation to the 2nd surface.  You can assume the two polygon meshes and two 
surfaces have identical topology.  I need to write this as a custom ICE node 
because it is prohibitively expensive to use the factory nodes (too many 
nodes/workarounds required leading to severe performance degradation).

I'd like to be able to do a point locator query from inside the custom ICE node 
for performance (and convenience) reasons.  Sample code would be a big help.


Anybody?


Matt






--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!



--
Our users will know fear and cower before our software! Ship it! Ship it and 
let them flee like the dogs they are!

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