Hi guys,

Our TD and i are returning from  vacation in about two weeks, is there any
chance we could give this a test shot some time then?

Ogi.


On Fri, Aug 2, 2013 at 12:51 PM, Helge Mathee <helge.mat...@gmx.net> wrote:

>  Hey Philip,
>
> the internal mesh representation is current WIP and will change
> dramatically with the next
> release. We have been experimenting with winged-edge as well as half-edge.
> For data compression
> we will hopefully end up with a structure which doesn't hold any
> neighboring information until
> requested.
>
> Once you get access to splice you can have a look at the full source of
> the SpliceMesh.kl
>
> -H
>
>
> On 02.08.2013 11:53, philipp.oeser wrote:
>
>  Hi Helge,
>  Looking forward to this :)
>  (I actually felt more at home with SCOPs than ICE anyways - old scripting
> fart)
>
>  regarding FE's internal mesh representation:
>  is there any info on how this is structured? (half-edge, winged-edge,
> radial-edge, something else?)
>  [e.g. was looking at FE's documentation but couldnt find anything
> regarding neighborhood (aka SI's Neighbor*() methods)]
>
>  thanx
>  phi
>
> > Helge Mathee <helge.mat...@gmx.net> <helge.mat...@gmx.net> hat am 2.
> August 2013 um 11:15 geschrieben:
> >
> >
> > Hey Eugen,
> >
> > anything you can write to within the SDK will eventually be supported at
> > some point.
> > The integration I am aiming at for the initial release will have the
> > same feature set as the
> > maya one. This includes:
> >
> > - boolean
> > - scalar
> > - int
> > - string
> > - vec3
> > - quaternion
> > - matrices (kinematics)
> > - meshes
> >
> > Since we will be providing the integration as source code as well,
> > you'll be able to implement missing types in case you require them
> > prior to the corresponding service releases.
> >
> > -H
> >
> > On 02.08.2013 11:03, Eugen Sares wrote:
> > > Helge, or Paul, two questions:
> > > 1 - is it possible with Splice to write to NURBS as well? Curves,
> > > foremost. Surfaces would be interesting for experiments, too.
> > > 2 - what about the writing to clusters?
> > >
> > > I assume Splice can only "move" inside the limits of the SDK.
> > > Basically, the classic SDK supports NURBS, but not changing clusters.
> > >
> > > I'm considering porting my curve and extrusion operators to splice,
> > > since they are unfinished yet anyway (JScript).
> > > Thanks!
> > > Eugen
> > >
> > >
> > > Am 02.08.2013 10:51, schrieb Helge Mathee:
> > >> The real issue here is performance. ICE by itself is fast, our core
> > >> is fast by itself as well. Now to integrate our core into ICE is kind
> > >> of difficult, essentially due to competition of greedy schedulers. We
> > >> can of course do that by adding a single threaded node inside of ICE,
> > >> but that kind of defeats the purpose. The lack of flexibility for
> > >> procedurally created ports within an ICE node also makes it very hard
> > >> to integrate there.
> > >>
> > >> Of course you can build ICE nodes for specific purposes. For Horde
> > >> for example we've integrated in there, but the data streamed is
> > >> trivial (1000 matrices etc). Once you get into millions of particles
> > >> the performance will drop.
> > >>
> > >> I don't think it's required at all to integrate the Splice system
> > >> into the ICE graph, since at that point portability won't work
> anyway.
> > >>
> > >> -H
> > >>
> > >> On 02.08.2013 10:39, Stefan Kubicek wrote:
> > >>> Hi Paul,
> > >>>
> > >>> one question: Since SPLICE for Softimage will use classic operators
> > >>> rather than ICE, I was wondering what the current status is
> > >>> regarding FE interaction with ICE. I remember some of your/Helges
> > >>> videos where you showed deformations and other things controlled
> > >>> through ICE by talking to a CP App through (what looked like
> > >>> generic) ICE nodes. Is this still a viable solution? I never found
> > >>> any documentation or sample scenes on this (at least not in the
> > >>> downloadable packages, I admit I did not scour the Github repo), but
> > >>> found it really exciting. My hope is that even if SPLICE will not be
> > >>> integrated with ICE I could still use the detour via a CP
> > >>> Application (if I understand the concept correctly).
> > >>>
> > >>>
> > >>>> Hi everyone - now we're back from Siggraph and recovered, we've
> > >>>> started
> > >>>> working on Spliced Softimage. Should have a first prototype next
> week.
> > >>>>
> > >>>> https://twitter.com/FabricPaul/status/362975245562437632/photo/1
> > >>>>
> > >>>> The Hybride guys have been doing some awesome stuff with FE
> > >>>> already, so I
> > >>>> can't wait to get this into their hands soon :) Eric might stop
> > >>>> stalking
> > >>>> the Montreal employees as well, which would be nice.
> > >>>>
> > >>>> A description of Spliced Softimage:
> > >>>> Creation:Splice will be integrated into Softimage as a new class of
> > >>>> custom
> > >>>> operators. Each operator can be setup using the SpliceEditor IDE,
> > >>>> defining
> > >>>> ports, adding removing them etc, very much like the Scripted
> Operator
> > >>>> Editor. The IDE will also contain a KL Source Code editor as well
> as
> > >>>> functionality for dynamically compiling the code etc. Operators
> > >>>> defined
> > >>>> with the SpliceEditor will become completely portable between all
> > >>>> support
> > >>>> host applications, such as Maya, Softimage and Nuke, for example.
> > >>>>
> > >>>> We are not integrating KL into ICE, for a range of reasons. Splice
> is
> > >>>> targeting areas where ICE doesn't work so well, i.e. Fast
> procedural
> > >>>> geometry, kinematics, simulated rigs, custom OpenGL drawing etc
> Splice
> > >>>> solves the portability issues of moving tools between applications,
> > >>>> and as
> > >>>> such we try to take a consistent approach within applications.
> > >>>>
> > >>>> This also means I don't get to make up such compelling slogans as
> > >>>> "Spliced
> > >>>> ICE baby", which is frankly disappointing.
> > >>>>
> > >>>> If you want to understand more about Splice, please visit the
> webpage:
> > >>>> http://fabricengine.com/creation/splice/
> > >>>>
> > >>>> Cheers,
> > >>>>
> > >>>> Paul
> > >>>>
> > >>>
> > >>>
> > >>
> > >
> >
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>   [image: nhb]    Philipp Oeser    Pipeline Engineer    T +49 40 - 450
> 120 - 401    www.nhb.de
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