Re: Particle collision behaves differently after particle count > 4000

2012-08-08 Thread Eugen Sares

Hello Chris,
tried a precision value of 1000. Still the spheres overlap.
Also, thought that a slower trajectory might give the collision check a 
better chance, and reduced gravity. Does not help.


That "burst" effect was collision check suddenly working at a certain 
particle count, but I could not reproduce it any more.

-> a bug most certainly, don't you think?

Thanks!
Best regards,
Eugen


Try tweaking the precision value if you strictly don't want any particles to 
touch one another. A quick prove: something like 1000 should fix the 
penetration problem; but of course resulting in an extreme slowdown in 
performance.

And no out burst at frames when running that simulation.

Cheers.
Chris

On 8 Aug, 2012, at 12:38 AM, "Eugen Sares"  wrote:


Am 07.08.2012 17:27, schrieb Jeff McFall:

I ran the sim all the way through and it looks correct here.  None of the burst 
effect from the video.

Thanks for answering, Jeff!
Do the particles penetrate each other? They do here.

in your video example it almost looks like the particle count suddenly jumps

Nope, the count is continuous.

Strangely, after closing and opening the scene, the burst effect at frame 200 
does not show up any more, meaning the particles overlap quite often.
Weird...
Precision is set to 60 in the Simulate node. Am I missing some other parameter 
relevant for collision?


Jeff


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
Sent: Tuesday, August 07, 2012 9:44 AM
To: softimage@listproc.autodesk.com
Subject: Particle collision behaves differently after particle count > 4000

Hi,
I've got a simple setup here with "Simulate Bullet Rigid Bodies", where I'm 
trying to fill a volume with small spherical particles (radius 0,1).
Testing 2013SP1.
As long as the particle count is below 4000 (for whatever reason), particles 
tend to penetrate/clump.
Suddenly at the frame where the count reaches 4000, all particles push 
themselves out of their neighbours at once, then simulation continues normally, 
with no penetrations.
A bug? I didn't touch any simulation range settings.

Video (possibly not converted yet):
https://vimeo.com/47089050

Scene:
http://www.sendspace.com/file/c0xke5

Thanks a lot!
Eugen











Re: Particle collision behaves differently after particle count > 4000

2012-08-08 Thread Chris Chia
Hi Stefan,
Would you mind if you could share the 'group with model having referenced 
iceteee' crash scene?

And did you work on 2013SP1?

Chris


On 8 Aug, 2012, at 5:14 AM, "Stefan Kubicek"  wrote:

> Guys,
> 
> I just had a different hickup with the exact same setup where suddenly 
> collision with one of my
> collision objects would suddenly not work anymore. After saving and reloading 
> the scene it
> went back to normal behavior. Something _is_ afoul with Bullet RBD in ICE, 
> see my other post from yesterday
> regarding different issues.
> 
> And I just hit yet another one: When assigning an instanced model to a group 
> thats already referenced in an ICE tree (e.g. as a GetData node from a drag 
> and drop action from explorer into the ice tree) and that node is already 
> connected to another node Softimage will bomb out to the CER form and then 
> exit.
> Correction: This one has nothing to do with Bullet RBD, it even happens with 
> the basic "Emit from geometry" preset ICE Tree.
> 
>> Hi,
>> I've got a simple setup here with "Simulate Bullet Rigid Bodies", where
>> I'm trying to fill a volume with small spherical particles (radius 0,1).
>> Testing 2013SP1.
>> As long as the particle count is below 4000 (for whatever reason),
>> particles tend to penetrate/clump.
>> Suddenly at the frame where the count reaches 4000, all particles push
>> themselves out of their neighbours at once, then simulation continues
>> normally, with no penetrations.
>> A bug? I didn't touch any simulation range settings.
>> 
>> Video (possibly not converted yet):
>> https://vimeo.com/47089050
>> 
>> Scene:
>> http://www.sendspace.com/file/c0xke5
>> 
>> Thanks a lot!
>> Eugen
>> 
>> 
>> 
>> 
>> 
> 
> 
> -- 
> ---
> Stefan Kubicek   Co-founder
> ---
>  keyvis digital imagery
> Wehrgasse 9 - Grüner Hof
>   1050 Vienna  Austria
>Phone:+43/699/12614231
> --- www.keyvis.at  ste...@keyvis.at ---
> --  This email and its attachments are
> --confidential and for the recipient only--
> 
<>

Re: Particle collision behaves differently after particle count > 4000

2012-08-08 Thread Chris Chia
Try tweaking the precision value if you strictly don't want any particles to 
touch one another. A quick prove: something like 1000 should fix the 
penetration problem; but of course resulting in an extreme slowdown in 
performance.

And no out burst at frames when running that simulation.

Cheers.
Chris

On 8 Aug, 2012, at 12:38 AM, "Eugen Sares"  wrote:

> Am 07.08.2012 17:27, schrieb Jeff McFall:
>> I ran the sim all the way through and it looks correct here.  None of the 
>> burst effect from the video.
> Thanks for answering, Jeff!
> Do the particles penetrate each other? They do here.
> 
> in your video example it almost looks like the particle count suddenly 
> jumps
> 
> Nope, the count is continuous.
> 
> Strangely, after closing and opening the scene, the burst effect at frame 200 
> does not show up any more, meaning the particles overlap quite often.
> Weird...
> Precision is set to 60 in the Simulate node. Am I missing some other 
> parameter relevant for collision?
> 
>> 
>> Jeff
>> 
>> 
>> -Original Message-
>> From: softimage-boun...@listproc.autodesk.com 
>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eugen Sares
>> Sent: Tuesday, August 07, 2012 9:44 AM
>> To: softimage@listproc.autodesk.com
>> Subject: Particle collision behaves differently after particle count > 4000
>> 
>> Hi,
>> I've got a simple setup here with "Simulate Bullet Rigid Bodies", where I'm 
>> trying to fill a volume with small spherical particles (radius 0,1).
>> Testing 2013SP1.
>> As long as the particle count is below 4000 (for whatever reason), particles 
>> tend to penetrate/clump.
>> Suddenly at the frame where the count reaches 4000, all particles push 
>> themselves out of their neighbours at once, then simulation continues 
>> normally, with no penetrations.
>> A bug? I didn't touch any simulation range settings.
>> 
>> Video (possibly not converted yet):
>> https://vimeo.com/47089050
>> 
>> Scene:
>> http://www.sendspace.com/file/c0xke5
>> 
>> Thanks a lot!
>> Eugen
>> 
>> 
>> 
>> 
>> 
>> 
>> 
> 
<>

Re: Who uses "Fast Playback"?

2012-08-08 Thread Thomas Cannell
This is from an animator's POV:  It seems to turn off textures when you
playback using this feature.  Another reason it's almost useless is that if
you switch to another viewport and back again, it has to re-cache it all
again.  Also you can apparently only cache when you switch it to 'play
every frame'. so switching that setting on and off back to realtime every
few moments is not going to fly.

I'd love to see the use of more caching going on to speed up scene
playback, perhaps cache in the background while you're idle or not using
100% cpu, also auto-detect the max cache size needed per frame, instead of
user guesswork.  Would also be nice if it were semi-smart and would only
re-cache frames that have been "dirtied" if possible.  Right now I don't
see how it's really very useful for an animator, so I never use it.

On Wed, Aug 8, 2012 at 2:43 PM, Christian Keller  wrote:

> It's from the good old Softimage|3D
> Days 
>
> --
> christian keller
> visual effects|direction
>
> m +49 179 69 36 248
> f +49 40 386 835 33
> chris3...@me.com
>
> gesendet von meinem iDing
>
> Am 08.08.2012 um 23:32 schrieb Alan Fregtman :
>
> > Just curious... Do you guys use or even know about "Fast Playback"? And
> why is the default frame size a puny 250KB?! Legacy?
> >
> > At the Wireframe/Shaded/etc. menu of a viewport, you can turn it on in
> one of the first options, however it's really weird until you crank the
> size allowed per frame to a few megs, in the viewport's Display Options
> under the Performance tab under "Fast Playback", "Cache Size (KB/frame)".
> Crank it up, for example type in "1024*6" for 6 megs. Now play your
> sequence.
> >
> > It will be slow as it caches, but then when you play it back it's
> absolutely instant, until something changes in your scene or you turn it
> off... but the coolest part is it's not a 2D capture, it's in fact a kind
> of in-memory pointcache, so you can still orbit around your scene! at crazy
> speeds! (That is, if the frame size was enough to store all of it, else
> you'll get random sections.)
> >
> >-- Alan
> >
>


Re: Who uses "Fast Playback"?

2012-08-08 Thread Christian Keller
It's from the good old Softimage|3D
Days 

-- 
christian keller
visual effects|direction

m +49 179 69 36 248
f +49 40 386 835 33
chris3...@me.com

gesendet von meinem iDing

Am 08.08.2012 um 23:32 schrieb Alan Fregtman :

> Just curious... Do you guys use or even know about "Fast Playback"? And why 
> is the default frame size a puny 250KB?! Legacy?
> 
> At the Wireframe/Shaded/etc. menu of a viewport, you can turn it on in one of 
> the first options, however it's really weird until you crank the size allowed 
> per frame to a few megs, in the viewport's Display Options under the 
> Performance tab under "Fast Playback", "Cache Size (KB/frame)". Crank it up, 
> for example type in "1024*6" for 6 megs. Now play your sequence.
> 
> It will be slow as it caches, but then when you play it back it's absolutely 
> instant, until something changes in your scene or you turn it off... but the 
> coolest part is it's not a 2D capture, it's in fact a kind of in-memory 
> pointcache, so you can still orbit around your scene! at crazy speeds! (That 
> is, if the frame size was enough to store all of it, else you'll get random 
> sections.)
> 
>-- Alan
> 


Who uses "Fast Playback"?

2012-08-08 Thread Alan Fregtman
Just curious... Do you guys use or even know about "Fast Playback"? And why
is the default frame size a puny 250KB?! Legacy?

At the Wireframe/Shaded/etc. menu of a viewport, you can turn it on in one
of the first options, however it's really weird until you crank the size
allowed per frame to a few megs, in the viewport's Display Options under
the Performance tab under "Fast Playback", "Cache Size (KB/frame)". Crank
it up, for example type in "1024*6" for 6 megs. Now play your sequence.

It will be slow as it caches, but then when you play it back it's
absolutely instant, until something changes in your scene or you turn it
off... but the coolest part is it's not a 2D capture, it's in fact a kind
of in-memory pointcache, so you can still orbit around your scene! at crazy
speeds! (That is, if the frame size was enough to store all of it, else
you'll get random sections.)

   -- Alan


Re: script backup file?

2012-08-08 Thread Alan Fregtman
They're textfiles in your user-root.

If I remember correctly, they're called like ScriptEditor1.txt,
ScriptEditor2.txt and so on. (They aren't always saved though.)


On Wed, Aug 8, 2012 at 2:15 PM, Sam Cuttriss  wrote:

> where are the backup scripts saved?
>
> im digging around next to the scene backups, the scintilla folder, the
> xsi/temp folder
> no sign,
>
> it would be great to know.
>  _sam
>
>


script backup file?

2012-08-08 Thread Sam Cuttriss
where are the backup scripts saved?

im digging around next to the scene backups, the scintilla folder, the
xsi/temp folder
no sign,

it would be great to know.
_sam


Re: Crowd FX Help

2012-08-08 Thread Debdas Mohanty
Thanks  Guillaume,

 Please share the scene file that you did, so that I can go through it and
get some ideas to solve it.

-- 
Regards,

Debdas Mohanty


Re: Blending displacement using raylength

2012-08-08 Thread Guillaume Laforge
Please be aware that Service Beer Pack 1 is now available to all drinkers:
http://dl.dropbox.com/u/5533643/BlendingDisplacementUsingRayLength_Advantage_Beer_Pack_SP1.scn

Fixed Bug:
Beer Issue 001: If you rotate your object, the displacement height goes
with the object.

Guillaume

On Wed, Aug 8, 2012 at 12:11 PM, Chris Marshall
wrote:

> OK apologies on this. If you rotate your object, the displacement
> height goes with the object. So if you rotate it 180, the bumpy area
> is now away from the camera! That's not what I was expecting.
>


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
OK apologies on this. If you rotate your object, the displacement
height goes with the object. So if you rotate it 180, the bumpy area
is now away from the camera! That's not what I was expecting.


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
OK I have a couple of reasons here why mine wasn't working. Firstly
the object I'm applying the material to is simply giving different
results to what you get with the same material applied on a grid. So
that's basically what's thrown me. I'll need to figure out what the
issue is there.
But also, including the Scalar-curve is a very clever way of clamping
and controlling the end values, which I didn't have.
Thanks all!!


On 08/08/2012, Rob Chapman  wrote:
>>
>>
>> I didn't received your email with the pic in my gmail. But checking in my
>> AD mail, I see it now... weird xsilist problem again?
>>
>
> oh no I hope not! well my posts appear in the google groups archive so
> fingers crossed we don't have that problem happening again
> https://groups.google.com/forum/?fromgroups#!topic/xsi_list/J9uMvR95uz4%5B1-25%5D
>
> best regards
>
> Rob
>


-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk


Re: Blending displacement using raylength

2012-08-08 Thread Rob Chapman
>
>
> I didn't received your email with the pic in my gmail. But checking in my
> AD mail, I see it now... weird xsilist problem again?
>

oh no I hope not! well my posts appear in the google groups archive so
fingers crossed we don't have that problem happening again
https://groups.google.com/forum/?fromgroups#!topic/xsi_list/J9uMvR95uz4%5B1-25%5D

best regards

Rob


Re: Blending displacement using raylength

2012-08-08 Thread Guillaume Laforge
Hey Rob,

>  but doesn't seem any different from the 2nd example pic

I didn't received your email with the pic in my gmail. But checking in my
AD mail, I see it now... weird xsilist problem again?
So yes, you are using the exact same thing :). The only thing to add is a
node to clamp the value that are out of range (to avoid displacement again
after the end of the interpolation).
In the sample scene, I'm using an fcurve node as it looks like it clamps
the values nicely (and add more control in the blending).

G.

On Wed, Aug 8, 2012 at 11:11 AM, Rob Chapman  wrote:

> he did say 'one' of those and also, havn't loaded the scene (2012 still
> here) but doesn't seem any different from the 2nd example pic I sent.
> slight problem between the chair and keyboard I say !  :)
>
>
> On 8 August 2012 16:02, Chris Marshall  wrote:
>
>> That's really great Guillaume!! Thanks a lot for sending that through.
>> I genuinely can't see where the difference is with what I've done, but
>> yours works and mine doesn't. Did you want all thirty of those beers?
>>
>>


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
ahem!

On 08/08/2012, Rob Chapman  wrote:
> he did say 'one' of those and also, havn't loaded the scene (2012 still
> here) but doesn't seem any different from the 2nd example pic I sent.
> slight problem between the chair and keyboard I say !  :)
>
> On 8 August 2012 16:02, Chris Marshall  wrote:
>
>> That's really great Guillaume!! Thanks a lot for sending that through.
>> I genuinely can't see where the difference is with what I've done, but
>> yours works and mine doesn't. Did you want all thirty of those beers?
>>
>>
>


-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk


Re: Blending displacement using raylength

2012-08-08 Thread Rob Chapman
he did say 'one' of those and also, havn't loaded the scene (2012 still
here) but doesn't seem any different from the 2nd example pic I sent.
slight problem between the chair and keyboard I say !  :)

On 8 August 2012 16:02, Chris Marshall  wrote:

> That's really great Guillaume!! Thanks a lot for sending that through.
> I genuinely can't see where the difference is with what I've done, but
> yours works and mine doesn't. Did you want all thirty of those beers?
>
>


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
That's really great Guillaume!! Thanks a lot for sending that through.
I genuinely can't see where the difference is with what I've done, but
yours works and mine doesn't. Did you want all thirty of those beers?



On 08/08/2012, Guillaume Laforge  wrote:
> Here is a sample scene:
> http://dl.dropbox.com/u/5533643/Softimage/BlendingDisplacementUsingRayLength_00.scn
> And here is the result:
> http://dl.dropbox.com/u/5533643/Softimage/BlendDisplacementFromRayLength.png
>
> For the beer, one of those http://www.ratebeer.com/Story.asp?StoryID=275
> sounds
> good!
>
> Cheers,
> Guillaume
>
> On Wed, Aug 8, 2012 at 8:19 AM, Chris Marshall
> wrote:
>
>> If you could, that would be superb and beer will be exchanged!!
>>
>> On 08/08/2012, Guillaume Laforge  wrote:
>> > Yes it is doable i one render pass for sure! I made such RenderTree in
>> the
>> > past.
>> >
>> > I'm rather confident that the thing I explained to you (using
>> > point intersections) is working. I will try to put my hands on Softi
>> > today... if nobody else can find the solution :).
>> >
>> >
>> > On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall
>> > wrote:
>> >
>> >> Yes I was hoping to avoid rendering both and then blending afterwards.
>> >> Just feels like something that could be doable.
>> >> Thanks anyway.
>> >>
>> >>
>> >> On 08/08/2012, Rob Chapman  wrote:
>> >> > ah I see, think in the past for fading off displacements into the
>> >> distance
>> >> > I was using textures & gradients in the rendertree - with texture
>> >> > projection rather than distance to camera. not much help other than
>> >> > that
>> >> Im
>> >> > afraid
>> >> >
>> >> > On 8 August 2012 12:10, Chris Marshall 
>> >> wrote:
>> >> >
>> >> >> OK after all that I'm still getting displacement across the whole
>> >> >> surface, even though I can run the scalar value through a gradient
>> and
>> >> >> it gives the correct result. I've double checked and I'm using the
>> >> >> Vector_State - Intersection Point, so it's obviously not
>> >> >> calculating
>> >> >> this before calculating the displacement.
>> >> >> Any other ideas?
>> >> >> Thanks
>> >> >> Chris
>> >> >>
>> >> >>
>> >> >> On 08/08/2012, Chris Marshall  wrote:
>> >> >> > He's just walked in! Diverting him to coffee machine, sofa and
>> >> Olympics
>> >> >> on
>> >> >> > tv!
>> >> >> > Of course the expression is added through the animation divot!
>> >> >> > I'm
>> >> >> > an
>> >> >> > idiot! Was looking in the wrong place all along. Cheers
>> >> >> >
>> >> >> >
>> >> >> >
>> >> >> > On 08/08/2012, Rob Chapman  wrote:
>> >> >> >> is the client there yet? :)  heres a way to add expressions into
>> >> >> >> the
>> >> >> >> render
>> >> >> >> tree and doesnt use texture space lookup. better hurry up!
>> >> >> >>
>> >> >> >>
>> >> >> >>
>> >> >> >> On 8 August 2012 11:23, Chris Marshall
>> >> >> >> > >
>> >> >> wrote:
>> >> >> >>
>> >> >> >>> Ideally I don't want to generate a texture projection, just get
>> >> >> >>> the
>> >> >> >>> position of the camera and / or other objects in space. Brain's
>> >> died.
>> >> >> >>> Where can I write an expression in the render tree? I'm clearly
>> >> >> >>> missing something obvious here.
>> >> >> >>>
>> >> >> >>>


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
Thanks David, but Guillaume has just blown me out of the water, well
and truly! Though I currently can't see what the difference is between
what I've done and what he's done. Just trying to figure it out now.

Thanks

Chris



On 08/08/2012, David Thibodeau  wrote:
>
> Hey Chris!
>
> Sorry for the confusion! I've put some images to show how to set expressions
> in the render tree.
>
> In this case I used the function Distance to Camera, then specified wich
> object that will be evaluated, followed by his position(
> END.kine.global.pos)
>
> My apologize!
>
>
>
> Dav♪d Th♪bodeau || Artiste 3D ||
>
> Tél: (514) 848-0579 (2525)
>
>
>
>
>
>
> -Original Message-
> From: Chris Marshall [mailto:chrismarshal...@gmail.com]
> Sent: August-08-12 8:20 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Blending displacement using raylength
>
> If you could, that would be superb and beer will be exchanged!!
>
> On 08/08/2012, Guillaume Laforge  wrote:
>> Yes it is doable i one render pass for sure! I made such RenderTree in
>> the past.
>>
>> I'm rather confident that the thing I explained to you (using point
>> intersections) is working. I will try to put my hands on Softi
>> today... if nobody else can find the solution :).
>>
>>
>> On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall
>> wrote:
>>
>>> Yes I was hoping to avoid rendering both and then blending afterwards.
>>> Just feels like something that could be doable.
>>> Thanks anyway.
>>>
>>>
>>> On 08/08/2012, Rob Chapman  wrote:
>>> > ah I see, think in the past for fading off displacements into the
>>> distance
>>> > I was using textures & gradients in the rendertree - with texture
>>> > projection rather than distance to camera. not much help other than
>>> > that
>>> Im
>>> > afraid
>>> >
>>> > On 8 August 2012 12:10, Chris Marshall 
>>> wrote:
>>> >
>>> >> OK after all that I'm still getting displacement across the whole
>>> >> surface, even though I can run the scalar value through a gradient
>>> >> and it gives the correct result. I've double checked and I'm using
>>> >> the Vector_State - Intersection Point, so it's obviously not
>>> >> calculating this before calculating the displacement.
>>> >> Any other ideas?
>>> >> Thanks
>>> >> Chris
>>> >>
>>> >>
>>> >> On 08/08/2012, Chris Marshall  wrote:
>>> >> > He's just walked in! Diverting him to coffee machine, sofa and
>>> Olympics
>>> >> on
>>> >> > tv!
>>> >> > Of course the expression is added through the animation divot!
>>> >> > I'm an idiot! Was looking in the wrong place all along. Cheers
>>> >> >
>>> >> >
>>> >> >
>>> >> > On 08/08/2012, Rob Chapman  wrote:
>>> >> >> is the client there yet? :)  heres a way to add expressions
>>> >> >> into the render tree and doesnt use texture space lookup.
>>> >> >> better hurry up!
>>> >> >>
>>> >> >>
>>> >> >>
>>> >> >> On 8 August 2012 11:23, Chris Marshall
>>> >> >> 
>>> >> wrote:
>>> >> >>
>>> >> >>> Ideally I don't want to generate a texture projection, just
>>> >> >>> get the position of the camera and / or other objects in
>>> >> >>> space. Brain's
>>> died.
>>> >> >>> Where can I write an expression in the render tree? I'm
>>> >> >>> clearly missing something obvious here.
>>> >> >>>
>>> >> >>>
>>> >> >>
>>> >> >
>>> >> >
>>> >> > --
>>> >> >
>>> >> > Chris Marshall
>>> >> > Mint Motion Limited
>>> >> > 029 2002 5762
>>> >> > 07730 533 115
>>> >> > www.mintmotion.co.uk
>>> >> >
>>> >>
>>> >>
>>> >> --
>>> >>
>>> >> Chris Marshall
>>> >> Mint Motion Limited
>>> >> 029 2002 5762
>>> >> 07730 533 115
>>> >> www.mintmotion.co.uk
>>> >>
>>> >
>>>
>>>
>>> --
>>>
>>> Chris Marshall
>>> Mint Motion Limited
>>> 029 2002 5762
>>> 07730 533 115
>>> www.mintmotion.co.uk
>>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 2002 5762
> 07730 533 115
> www.mintmotion.co.uk
>


-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk



Re: Blending displacement using raylength

2012-08-08 Thread Guillaume Laforge
Here is a sample scene:
http://dl.dropbox.com/u/5533643/Softimage/BlendingDisplacementUsingRayLength_00.scn
And here is the result:
http://dl.dropbox.com/u/5533643/Softimage/BlendDisplacementFromRayLength.png

For the beer, one of those http://www.ratebeer.com/Story.asp?StoryID=275 sounds
good!

Cheers,
Guillaume

On Wed, Aug 8, 2012 at 8:19 AM, Chris Marshall wrote:

> If you could, that would be superb and beer will be exchanged!!
>
> On 08/08/2012, Guillaume Laforge  wrote:
> > Yes it is doable i one render pass for sure! I made such RenderTree in
> the
> > past.
> >
> > I'm rather confident that the thing I explained to you (using
> > point intersections) is working. I will try to put my hands on Softi
> > today... if nobody else can find the solution :).
> >
> >
> > On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall
> > wrote:
> >
> >> Yes I was hoping to avoid rendering both and then blending afterwards.
> >> Just feels like something that could be doable.
> >> Thanks anyway.
> >>
> >>
> >> On 08/08/2012, Rob Chapman  wrote:
> >> > ah I see, think in the past for fading off displacements into the
> >> distance
> >> > I was using textures & gradients in the rendertree - with texture
> >> > projection rather than distance to camera. not much help other than
> >> > that
> >> Im
> >> > afraid
> >> >
> >> > On 8 August 2012 12:10, Chris Marshall 
> >> wrote:
> >> >
> >> >> OK after all that I'm still getting displacement across the whole
> >> >> surface, even though I can run the scalar value through a gradient
> and
> >> >> it gives the correct result. I've double checked and I'm using the
> >> >> Vector_State - Intersection Point, so it's obviously not calculating
> >> >> this before calculating the displacement.
> >> >> Any other ideas?
> >> >> Thanks
> >> >> Chris
> >> >>
> >> >>
> >> >> On 08/08/2012, Chris Marshall  wrote:
> >> >> > He's just walked in! Diverting him to coffee machine, sofa and
> >> Olympics
> >> >> on
> >> >> > tv!
> >> >> > Of course the expression is added through the animation divot! I'm
> >> >> > an
> >> >> > idiot! Was looking in the wrong place all along. Cheers
> >> >> >
> >> >> >
> >> >> >
> >> >> > On 08/08/2012, Rob Chapman  wrote:
> >> >> >> is the client there yet? :)  heres a way to add expressions into
> >> >> >> the
> >> >> >> render
> >> >> >> tree and doesnt use texture space lookup. better hurry up!
> >> >> >>
> >> >> >>
> >> >> >>
> >> >> >> On 8 August 2012 11:23, Chris Marshall  >
> >> >> wrote:
> >> >> >>
> >> >> >>> Ideally I don't want to generate a texture projection, just get
> >> >> >>> the
> >> >> >>> position of the camera and / or other objects in space. Brain's
> >> died.
> >> >> >>> Where can I write an expression in the render tree? I'm clearly
> >> >> >>> missing something obvious here.
> >> >> >>>
> >> >> >>>
> >> >> >>
> >> >> >
> >> >> >
> >> >> > --
> >> >> >
> >> >> > Chris Marshall
> >> >> > Mint Motion Limited
> >> >> > 029 2002 5762
> >> >> > 07730 533 115
> >> >> > www.mintmotion.co.uk
> >> >> >
> >> >>
> >> >>
> >> >> --
> >> >>
> >> >> Chris Marshall
> >> >> Mint Motion Limited
> >> >> 029 2002 5762
> >> >> 07730 533 115
> >> >> www.mintmotion.co.uk
> >> >>
> >> >
> >>
> >>
> >> --
> >>
> >> Chris Marshall
> >> Mint Motion Limited
> >> 029 2002 5762
> >> 07730 533 115
> >> www.mintmotion.co.uk
> >>
> >
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 2002 5762
> 07730 533 115
> www.mintmotion.co.uk
>


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
If you could, that would be superb and beer will be exchanged!!

On 08/08/2012, Guillaume Laforge  wrote:
> Yes it is doable i one render pass for sure! I made such RenderTree in the
> past.
>
> I'm rather confident that the thing I explained to you (using
> point intersections) is working. I will try to put my hands on Softi
> today... if nobody else can find the solution :).
>
>
> On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall
> wrote:
>
>> Yes I was hoping to avoid rendering both and then blending afterwards.
>> Just feels like something that could be doable.
>> Thanks anyway.
>>
>>
>> On 08/08/2012, Rob Chapman  wrote:
>> > ah I see, think in the past for fading off displacements into the
>> distance
>> > I was using textures & gradients in the rendertree - with texture
>> > projection rather than distance to camera. not much help other than
>> > that
>> Im
>> > afraid
>> >
>> > On 8 August 2012 12:10, Chris Marshall 
>> wrote:
>> >
>> >> OK after all that I'm still getting displacement across the whole
>> >> surface, even though I can run the scalar value through a gradient and
>> >> it gives the correct result. I've double checked and I'm using the
>> >> Vector_State - Intersection Point, so it's obviously not calculating
>> >> this before calculating the displacement.
>> >> Any other ideas?
>> >> Thanks
>> >> Chris
>> >>
>> >>
>> >> On 08/08/2012, Chris Marshall  wrote:
>> >> > He's just walked in! Diverting him to coffee machine, sofa and
>> Olympics
>> >> on
>> >> > tv!
>> >> > Of course the expression is added through the animation divot! I'm
>> >> > an
>> >> > idiot! Was looking in the wrong place all along. Cheers
>> >> >
>> >> >
>> >> >
>> >> > On 08/08/2012, Rob Chapman  wrote:
>> >> >> is the client there yet? :)  heres a way to add expressions into
>> >> >> the
>> >> >> render
>> >> >> tree and doesnt use texture space lookup. better hurry up!
>> >> >>
>> >> >>
>> >> >>
>> >> >> On 8 August 2012 11:23, Chris Marshall 
>> >> wrote:
>> >> >>
>> >> >>> Ideally I don't want to generate a texture projection, just get
>> >> >>> the
>> >> >>> position of the camera and / or other objects in space. Brain's
>> died.
>> >> >>> Where can I write an expression in the render tree? I'm clearly
>> >> >>> missing something obvious here.
>> >> >>>
>> >> >>>
>> >> >>
>> >> >
>> >> >
>> >> > --
>> >> >
>> >> > Chris Marshall
>> >> > Mint Motion Limited
>> >> > 029 2002 5762
>> >> > 07730 533 115
>> >> > www.mintmotion.co.uk
>> >> >
>> >>
>> >>
>> >> --
>> >>
>> >> Chris Marshall
>> >> Mint Motion Limited
>> >> 029 2002 5762
>> >> 07730 533 115
>> >> www.mintmotion.co.uk
>> >>
>> >
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 2002 5762
>> 07730 533 115
>> www.mintmotion.co.uk
>>
>


-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk


Re: Blending displacement using raylength

2012-08-08 Thread Guillaume Laforge
Yes it is doable i one render pass for sure! I made such RenderTree in the
past.

I'm rather confident that the thing I explained to you (using
point intersections) is working. I will try to put my hands on Softi
today... if nobody else can find the solution :).


On Wed, Aug 8, 2012 at 7:43 AM, Chris Marshall wrote:

> Yes I was hoping to avoid rendering both and then blending afterwards.
> Just feels like something that could be doable.
> Thanks anyway.
>
>
> On 08/08/2012, Rob Chapman  wrote:
> > ah I see, think in the past for fading off displacements into the
> distance
> > I was using textures & gradients in the rendertree - with texture
> > projection rather than distance to camera. not much help other than that
> Im
> > afraid
> >
> > On 8 August 2012 12:10, Chris Marshall 
> wrote:
> >
> >> OK after all that I'm still getting displacement across the whole
> >> surface, even though I can run the scalar value through a gradient and
> >> it gives the correct result. I've double checked and I'm using the
> >> Vector_State - Intersection Point, so it's obviously not calculating
> >> this before calculating the displacement.
> >> Any other ideas?
> >> Thanks
> >> Chris
> >>
> >>
> >> On 08/08/2012, Chris Marshall  wrote:
> >> > He's just walked in! Diverting him to coffee machine, sofa and
> Olympics
> >> on
> >> > tv!
> >> > Of course the expression is added through the animation divot! I'm an
> >> > idiot! Was looking in the wrong place all along. Cheers
> >> >
> >> >
> >> >
> >> > On 08/08/2012, Rob Chapman  wrote:
> >> >> is the client there yet? :)  heres a way to add expressions into the
> >> >> render
> >> >> tree and doesnt use texture space lookup. better hurry up!
> >> >>
> >> >>
> >> >>
> >> >> On 8 August 2012 11:23, Chris Marshall 
> >> wrote:
> >> >>
> >> >>> Ideally I don't want to generate a texture projection, just get the
> >> >>> position of the camera and / or other objects in space. Brain's
> died.
> >> >>> Where can I write an expression in the render tree? I'm clearly
> >> >>> missing something obvious here.
> >> >>>
> >> >>>
> >> >>
> >> >
> >> >
> >> > --
> >> >
> >> > Chris Marshall
> >> > Mint Motion Limited
> >> > 029 2002 5762
> >> > 07730 533 115
> >> > www.mintmotion.co.uk
> >> >
> >>
> >>
> >> --
> >>
> >> Chris Marshall
> >> Mint Motion Limited
> >> 029 2002 5762
> >> 07730 533 115
> >> www.mintmotion.co.uk
> >>
> >
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 2002 5762
> 07730 533 115
> www.mintmotion.co.uk
>


Re: Crowd FX Help

2012-08-08 Thread Guillaume Laforge
Hello,

For extreme slops like in your example, there are no simple solutions 'out
of the box'. You will need to understand how the Skeleton Simulation ICE
Tree is working. There are no private compounds, so you can customize it
for you needs.

I made a scenes handling those problem better some time ago, I will try to
find it. For the feet penetration, you need to build a similar setup than
for the Leg, that is, some IK solvers to do the corrections on you imported
animation.
You cast a ray on the ground from the tip of the feet, then base on
the intersection hit, you do the correction on the feet
orientations/position. For the stretching legs, you can store the initial
length and then to the corrections (using an iterative process maybe, to
keep the legs on the ground as much as possible). In my test, I limited the
stretching of the legs by reducing the actor stride when the slop was too
big (I was again using a raycast from to compute this slop).

Your problems are really interesting and could be a good opportunity to
learn or improve your ICE skills !

Cheers,
Guillaume Laforge


On Wed, Aug 8, 2012 at 4:51 AM, Debdas Mohanty  wrote:

> Hello Friends,
>
>I was playing with Crowdfx with very basic set up getting very
> common errors i.e.
>
> 1) Few Characters are flying at the  same time few characters are
> penetrating inside the ground.
>
> 2) Legs are stretching for few characters.
>
> I am new to crowdfx. so very much confused how to fix these issue.
>
> please let me know if there is any straight forward solution.
> --
> Regards,
>
> Debdas Mohanty
> Fx Artist
>


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
Yes I was hoping to avoid rendering both and then blending afterwards.
Just feels like something that could be doable.
Thanks anyway.


On 08/08/2012, Rob Chapman  wrote:
> ah I see, think in the past for fading off displacements into the distance
> I was using textures & gradients in the rendertree - with texture
> projection rather than distance to camera. not much help other than that Im
> afraid
>
> On 8 August 2012 12:10, Chris Marshall  wrote:
>
>> OK after all that I'm still getting displacement across the whole
>> surface, even though I can run the scalar value through a gradient and
>> it gives the correct result. I've double checked and I'm using the
>> Vector_State - Intersection Point, so it's obviously not calculating
>> this before calculating the displacement.
>> Any other ideas?
>> Thanks
>> Chris
>>
>>
>> On 08/08/2012, Chris Marshall  wrote:
>> > He's just walked in! Diverting him to coffee machine, sofa and Olympics
>> on
>> > tv!
>> > Of course the expression is added through the animation divot! I'm an
>> > idiot! Was looking in the wrong place all along. Cheers
>> >
>> >
>> >
>> > On 08/08/2012, Rob Chapman  wrote:
>> >> is the client there yet? :)  heres a way to add expressions into the
>> >> render
>> >> tree and doesnt use texture space lookup. better hurry up!
>> >>
>> >>
>> >>
>> >> On 8 August 2012 11:23, Chris Marshall 
>> wrote:
>> >>
>> >>> Ideally I don't want to generate a texture projection, just get the
>> >>> position of the camera and / or other objects in space. Brain's died.
>> >>> Where can I write an expression in the render tree? I'm clearly
>> >>> missing something obvious here.
>> >>>
>> >>>
>> >>
>> >
>> >
>> > --
>> >
>> > Chris Marshall
>> > Mint Motion Limited
>> > 029 2002 5762
>> > 07730 533 115
>> > www.mintmotion.co.uk
>> >
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 2002 5762
>> 07730 533 115
>> www.mintmotion.co.uk
>>
>


-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk


Re: Blending displacement using raylength

2012-08-08 Thread Rob Chapman
ah I see, think in the past for fading off displacements into the distance
I was using textures & gradients in the rendertree - with texture
projection rather than distance to camera. not much help other than that Im
afraid

On 8 August 2012 12:10, Chris Marshall  wrote:

> OK after all that I'm still getting displacement across the whole
> surface, even though I can run the scalar value through a gradient and
> it gives the correct result. I've double checked and I'm using the
> Vector_State - Intersection Point, so it's obviously not calculating
> this before calculating the displacement.
> Any other ideas?
> Thanks
> Chris
>
>
> On 08/08/2012, Chris Marshall  wrote:
> > He's just walked in! Diverting him to coffee machine, sofa and Olympics
> on
> > tv!
> > Of course the expression is added through the animation divot! I'm an
> > idiot! Was looking in the wrong place all along. Cheers
> >
> >
> >
> > On 08/08/2012, Rob Chapman  wrote:
> >> is the client there yet? :)  heres a way to add expressions into the
> >> render
> >> tree and doesnt use texture space lookup. better hurry up!
> >>
> >>
> >>
> >> On 8 August 2012 11:23, Chris Marshall 
> wrote:
> >>
> >>> Ideally I don't want to generate a texture projection, just get the
> >>> position of the camera and / or other objects in space. Brain's died.
> >>> Where can I write an expression in the render tree? I'm clearly
> >>> missing something obvious here.
> >>>
> >>>
> >>
> >
> >
> > --
> >
> > Chris Marshall
> > Mint Motion Limited
> > 029 2002 5762
> > 07730 533 115
> > www.mintmotion.co.uk
> >
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 2002 5762
> 07730 533 115
> www.mintmotion.co.uk
>


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
OK after all that I'm still getting displacement across the whole
surface, even though I can run the scalar value through a gradient and
it gives the correct result. I've double checked and I'm using the
Vector_State - Intersection Point, so it's obviously not calculating
this before calculating the displacement.
Any other ideas?
Thanks
Chris


On 08/08/2012, Chris Marshall  wrote:
> He's just walked in! Diverting him to coffee machine, sofa and Olympics on
> tv!
> Of course the expression is added through the animation divot! I'm an
> idiot! Was looking in the wrong place all along. Cheers
>
>
>
> On 08/08/2012, Rob Chapman  wrote:
>> is the client there yet? :)  heres a way to add expressions into the
>> render
>> tree and doesnt use texture space lookup. better hurry up!
>>
>>
>>
>> On 8 August 2012 11:23, Chris Marshall  wrote:
>>
>>> Ideally I don't want to generate a texture projection, just get the
>>> position of the camera and / or other objects in space. Brain's died.
>>> Where can I write an expression in the render tree? I'm clearly
>>> missing something obvious here.
>>>
>>>
>>
>
>
> --
>
> Chris Marshall
> Mint Motion Limited
> 029 2002 5762
> 07730 533 115
> www.mintmotion.co.uk
>


-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
He's just walked in! Diverting him to coffee machine, sofa and Olympics on tv!
Of course the expression is added through the animation divot! I'm an
idiot! Was looking in the wrong place all along. Cheers



On 08/08/2012, Rob Chapman  wrote:
> is the client there yet? :)  heres a way to add expressions into the render
> tree and doesnt use texture space lookup. better hurry up!
>
>
>
> On 8 August 2012 11:23, Chris Marshall  wrote:
>
>> Ideally I don't want to generate a texture projection, just get the
>> position of the camera and / or other objects in space. Brain's died.
>> Where can I write an expression in the render tree? I'm clearly
>> missing something obvious here.
>>
>>
>


-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk


Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
Ideally I don't want to generate a texture projection, just get the
position of the camera and / or other objects in space. Brain's died.
Where can I write an expression in the render tree? I'm clearly
missing something obvious here.

On 08/08/2012, Christian Keller  wrote:
> vector node and put expressions on it ?
>
> --
> christian keller
> visual effects|direction
>
> +49 179 69 36 248
> chris3...@me.com
>
>
> Am 08. August 2012 um 12:07 schrieb Chris Marshall
> :
>
>> My brain's fried! How do I get the positions of objects into the
>> render tree? It's all gone foggy and I have a client in shortly!
>>
>> On 07/08/2012, David Thibodeau  wrote:
>> > Worse case scenario would be to set up two nulls with the right distance
>> > in
>> > your scene, set their global position with an expression (Distance to
>> > cam)
>> > in the Scalar Change Range node (Old Range: Start, Old Range: End) and
>> > then
>> > multiply your displacement with this output value if that makes any
>> > sense..
>> >
>> >
>> > Hope it helps
>> >
>> >
>> > Dav♪d Th♪bodeau || Artiste 3D ||
>> >
>> > Tél: (514) 848-0579 (2525)
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > 
>> >
>> > From: David Thibodeau [mailto:david.thibod...@visionglobale.com]
>> > Sent: August-07-12 11:23 AM
>> > To: softimage@listproc.autodesk.com
>> > Subject: RE: Blending displacement using raylength
>> >
>> >
>> > Hi Chris,
>> >
>> > I've been using in the Render tree the node Scalar State in Ray Lenght
>> > mode
>> > and its working well with the displacement in MR Soft 2012 SP1.
>> >
>> > Hope it helps!
>> >
>> >
>> >
>> > Dav♪d Th♪bodeau || Artiste 3D ||
>> >
>> > Tél: (514) 848-0579 (2525)
>> >
>> >
>> >
>> >
>> >
>> >
>> >
>> > 
>> >
>> > From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com]
>> > Sent: August-07-12 11:13 AM
>> > To: softimage@listproc.autodesk.com
>> > Subject: RE: Blending displacement using raylength
>> >
>> >
>> >
>> > Hi Chris,
>> >
>> >
>> >
>> > I didn’t play with the RenderTree since a very loonngg time but I think
>> > that
>> > you could use the “Intersection Point” from the Vector State node.
>> >
>> > Then you need to get the world position of your camera and get the
>> > distance
>> > to those intersection points. I think that they are evaluated before
>> > the
>> > displacement (assuming you are using MentalRay).
>> >
>> >
>> >
>> > Cheers,
>> >
>> > Guillaume Laforge
>> >
>> >
>> >
>> > From: softimage-boun...@listproc.autodesk.com
>> > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley
>> > Gabe
>> > Sent: Tuesday, August 07, 2012 10:54 AM
>> > To: softimage@listproc.autodesk.com
>> > Subject: Re: Blending displacement using raylength
>> >
>> >
>> >
>> > Isn't this a cycle dependency situation? Raylength is affected by
>> > displacement.
>> >
>> >
>> >
>> > On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall
>> > 
>> > wrote:
>> >
>> > Hi All,
>> >
>> > I have a camera very close to a surface which has some displacement
>> > detail
>> > in the very foreground. I'm using the BA raylength shader to try and
>> > blend
>> > this so the displacement reduces the further away from the camera the
>> > object
>> > is. But it doesn't appear to be working. I've tried to clamp the scalar
>> > range, but even though the BA Raylenth is showing a grad from black to
>> > white
>> > on the object, the displacement never reduces.
>> >
>> > Any thoughts on how this might be achieved?
>> >
>> > Thanks
>> >
>> >
>> >
>> > Chris
>> >
>> >
>> >
>> >
>> >
>> >
>>
>>
>> --
>>
>> Chris Marshall
>> Mint Motion Limited
>> 029 2002 5762
>> 07730 533 115
>> www.mintmotion.co.uk
>>
>


-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk



Re: Blending displacement using raylength

2012-08-08 Thread Christian Keller
vector node and put expressions on it ?-- 
christian keller
visual effects|direction

+49 179 69 36 248
chris3...@me.comAm 08. August 2012 um 12:07 schrieb Chris Marshall :My brain's fried! How do I get the positions of objects into the render tree? It's all gone foggy and I have a client in shortly!  On 07/08/2012, David Thibodeau  wrote: > Worse case scenario would be to set up two nulls with the right distance in > your scene, set their global position with an _expression_ (Distance to cam) > in the Scalar Change Range node (Old Range: Start, Old Range: End) and then > multiply your displacement with this output value if that makes any sense.. > > > Hope it helps > > > Dav♪d Th♪bodeau || Artiste 3D || > > Tél: (514) 848-0579 (2525) > > > > > > > >  > > From: David Thibodeau [mailto:david.thibod...@visionglobale.com] > Sent: August-07-12 11:23 AM > To: softimage@listproc.autodesk.com > Subject: RE: Blending displacement using raylength > > > Hi Chris, > > I've been using in the Render tree the node Scalar State in Ray Lenght mode > and its working well with the displacement in MR Soft 2012 SP1. > > Hope it helps! > > > > Dav♪d Th♪bodeau || Artiste 3D || > > Tél: (514) 848-0579 (2525) > > > > > > > >  > > From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com] > Sent: August-07-12 11:13 AM > To: softimage@listproc.autodesk.com > Subject: RE: Blending displacement using raylength > > > > Hi Chris, > > > > I didn’t play with the RenderTree since a very loonngg time but I think that > you could use the “Intersection Point” from the Vector State node. > > Then you need to get the world position of your camera and get the distance > to those intersection points. I think that they are evaluated before the > displacement (assuming you are using MentalRay). > > > > Cheers, > > Guillaume Laforge > > > > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe > Sent: Tuesday, August 07, 2012 10:54 AM > To: softimage@listproc.autodesk.com > Subject: Re: Blending displacement using raylength > > > > Isn't this a cycle dependency situation? Raylength is affected by > displacement. > > > > On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall  > wrote: > > Hi All, > > I have a camera very close to a surface which has some displacement detail > in the very foreground. I'm using the BA raylength shader to try and blend > this so the displacement reduces the further away from the camera the object > is. But it doesn't appear to be working. I've tried to clamp the scalar > range, but even though the BA Raylenth is showing a grad from black to white > on the object, the displacement never reduces. > > Any thoughts on how this might be achieved? > > Thanks > > > > Chris > > > > > >   --   Chris Marshall Mint Motion Limited 029 2002 5762 07730 533 115 www.mintmotion.co.uk 

Re: Blending displacement using raylength

2012-08-08 Thread Chris Marshall
My brain's fried! How do I get the positions of objects into the
render tree? It's all gone foggy and I have a client in shortly!

On 07/08/2012, David Thibodeau  wrote:
> Worse case scenario would be to set up two nulls with the right distance in
> your scene, set their global position with an expression (Distance to cam)
> in the Scalar Change Range node (Old Range: Start, Old Range: End) and then
> multiply your displacement with this output value if that makes any sense..
>
>
> Hope it helps
>
>
> Dav♪d Th♪bodeau || Artiste 3D ||
>
> Tél: (514) 848-0579 (2525)
>
>
>
>
>
>
>
> 
>
> From: David Thibodeau [mailto:david.thibod...@visionglobale.com]
> Sent: August-07-12 11:23 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Blending displacement using raylength
>
>
> Hi Chris,
>
> I've been using in the Render tree the node Scalar State in Ray Lenght mode
> and its working well with the displacement in MR Soft 2012 SP1.
>
> Hope it helps!
>
>
>
> Dav♪d Th♪bodeau || Artiste 3D ||
>
> Tél: (514) 848-0579 (2525)
>
>
>
>
>
>
>
> 
>
> From: Guillaume Laforge [mailto:guillaume.lafo...@autodesk.com]
> Sent: August-07-12 11:13 AM
> To: softimage@listproc.autodesk.com
> Subject: RE: Blending displacement using raylength
>
>
>
> Hi Chris,
>
>
>
> I didn’t play with the RenderTree since a very loonngg time but I think that
> you could use the “Intersection Point” from the Vector State node.
>
> Then you need to get the world position of your camera and get the distance
> to those intersection points. I think that they are evaluated before the
> displacement (assuming you are using MentalRay).
>
>
>
> Cheers,
>
> Guillaume Laforge
>
>
>
> From: softimage-boun...@listproc.autodesk.com
> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
> Sent: Tuesday, August 07, 2012 10:54 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Blending displacement using raylength
>
>
>
> Isn't this a cycle dependency situation? Raylength is affected by
> displacement.
>
>
>
> On Tue, Aug 7, 2012 at 10:49 AM, Chris Marshall 
> wrote:
>
> Hi All,
>
> I have a camera very close to a surface which has some displacement detail
> in the very foreground. I'm using the BA raylength shader to try and blend
> this so the displacement reduces the further away from the camera the object
> is. But it doesn't appear to be working. I've tried to clamp the scalar
> range, but even though the BA Raylenth is showing a grad from black to white
> on the object, the displacement never reduces.
>
> Any thoughts on how this might be achieved?
>
> Thanks
>
>
>
> Chris
>
>
>
>
>
>


-- 

Chris Marshall
Mint Motion Limited
029 2002 5762
07730 533 115
www.mintmotion.co.uk