RE: In case you missed it.

2012-09-18 Thread Szabolcs Matefy
In a normal world that is considered a lie (misinformation, the
misleading of the consumers, whatever) and the committee is forced to
make correction to his statements.

 

Autodesk you are on  good way to flush yourself into the toilet...

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeffrey
Dates
Sent: Tuesday, September 18, 2012 7:16 PM
To: softimage@listproc.autodesk.com
Subject: Re: In case you missed it.

 

and, to bring the thread full-circle and kick a dead horse...   saw this
today.

 

http://cgmemes.blogspot.com/2012/09/best-particles-system-ever.html

 

 

 



RE: In house Softimage hair broken?

2012-09-18 Thread Szabolcs Matefy
Both Melena and Kristinka has its strength and weakness...I wish the
mixture of both J

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Adam Sale
Sent: Wednesday, September 19, 2012 6:33 AM
To: softimage@listproc.autodesk.com
Subject: Re: In house Softimage hair broken?

 

I've been using Kristinka, but never tried Melena. I'll dig into it.

Thanks for the heads up..

Adam

On Tue, Sep 18, 2012 at 8:33 PM, Miquel Campos 
wrote:




For Melena better check in http://rray.de/xsi    ;)





2012/9/18 Gene Crucean 

Yeah definitely look into Melena and Kristinka

 

http://www.matkovic.com/anto/kristinka-hair.html

http://opensource.nestanimation.com/melena.html

 

 

On Tue, Sep 18, 2012 at 8:18 PM, Ben Houston  wrote:

Melena, written by Helge and open sourced, is quite popular I
understand.  Haven't used it myself though.
-ben


On Tue, Sep 18, 2012 at 11:10 PM, Adam Sale  wrote:
> Its been a while since I've tried the Softimage hair, but I find it so
> ridiculously buggy, to be almost unusable in 2013.
> My main issue is with the grooming. It seems like if I turn on render
hairs
> while styling the guides, after a few moves of tips, or whole strands,
that
> other sections of hair I've groome, suddenly pop into a different
position,
> or straighten...
>
> What the?
>
> Is anyone else experiencing this, and if so I hope its on the radar to
> fix...
>
> Granted, there are so many other hair solution out there today, but
for
> quick jobs like the one I needed today, I tried old school, and it bit
me.
>
> Adam




--
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.





 

-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer

** Freelance for hire **
www.genecrucean.com


~~ Please use my website's contact form on www.genecrucean.com
  for any personal emails. Thanks. I may
not get them at this address. ~~

 

 

 



Re: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Bradley Gabe
Incidentally, here's the logic construct for the solution. As it would
happen, it ended up being pretty darn simple.

Each particle was already storing the ID of its partner.
For each particle, I stored a unique random value in an attribute named
"priority".
The following tree sets the switch:

[image: Inline image 1]

-B
<>

Re: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Eric Thivierge
Where is the part about Softimage only being a particle system? I think
that is a mandatory inclusion in any diagrams from this point forward


Eric Thivierge
http://www.ethivierge.com


Re: In house Softimage hair broken?

2012-09-18 Thread Adam Sale
I've been using Kristinka, but never tried Melena. I'll dig into it.
Thanks for the heads up..
Adam

On Tue, Sep 18, 2012 at 8:33 PM, Miquel Campos wrote:

>
> For Melena better check in http://rray.de/xsi  ;)
>
>
>
> 2012/9/18 Gene Crucean 
>
>> Yeah definitely look into Melena and Kristinka
>>
>> http://www.matkovic.com/anto/kristinka-hair.html
>> http://opensource.nestanimation.com/melena.html
>>
>>
>>
>> On Tue, Sep 18, 2012 at 8:18 PM, Ben Houston  wrote:
>>
>>> Melena, written by Helge and open sourced, is quite popular I
>>> understand.  Haven't used it myself though.
>>> -ben
>>>
>>> On Tue, Sep 18, 2012 at 11:10 PM, Adam Sale  wrote:
>>> > Its been a while since I've tried the Softimage hair, but I find it so
>>> > ridiculously buggy, to be almost unusable in 2013.
>>> > My main issue is with the grooming. It seems like if I turn on render
>>> hairs
>>> > while styling the guides, after a few moves of tips, or whole strands,
>>> that
>>> > other sections of hair I've groome, suddenly pop into a different
>>> position,
>>> > or straighten...
>>> >
>>> > What the?
>>> >
>>> > Is anyone else experiencing this, and if so I hope its on the radar to
>>> > fix...
>>> >
>>> > Granted, there are so many other hair solution out there today, but for
>>> > quick jobs like the one I needed today, I tried old school, and it bit
>>> me.
>>> >
>>> > Adam
>>>
>>>
>>>
>>> --
>>> Best regards,
>>> Ben Houston
>>> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>>> http://Exocortex.com - Passionate CG Software Professionals.
>>>
>>
>>
>>
>> --
>> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
>> Developer / Filmmaker / Photographer
>> ** *Freelance for hire* **
>> www.genecrucean.com
>>
>> ~~ Please use my website's contact form on www.genecrucean.com for any
>> personal emails. Thanks. I may not get them at this address. ~~
>>
>>
>


Re: In house Softimage hair broken?

2012-09-18 Thread Miquel Campos
For Melena better check in http://rray.de/xsi  ;)



2012/9/18 Gene Crucean 

> Yeah definitely look into Melena and Kristinka
>
> http://www.matkovic.com/anto/kristinka-hair.html
> http://opensource.nestanimation.com/melena.html
>
>
>
> On Tue, Sep 18, 2012 at 8:18 PM, Ben Houston  wrote:
>
>> Melena, written by Helge and open sourced, is quite popular I
>> understand.  Haven't used it myself though.
>> -ben
>>
>> On Tue, Sep 18, 2012 at 11:10 PM, Adam Sale  wrote:
>> > Its been a while since I've tried the Softimage hair, but I find it so
>> > ridiculously buggy, to be almost unusable in 2013.
>> > My main issue is with the grooming. It seems like if I turn on render
>> hairs
>> > while styling the guides, after a few moves of tips, or whole strands,
>> that
>> > other sections of hair I've groome, suddenly pop into a different
>> position,
>> > or straighten...
>> >
>> > What the?
>> >
>> > Is anyone else experiencing this, and if so I hope its on the radar to
>> > fix...
>> >
>> > Granted, there are so many other hair solution out there today, but for
>> > quick jobs like the one I needed today, I tried old school, and it bit
>> me.
>> >
>> > Adam
>>
>>
>>
>> --
>> Best regards,
>> Ben Houston
>> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
>> http://Exocortex.com - Passionate CG Software Professionals.
>>
>
>
>
> --
> Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
> Developer / Filmmaker / Photographer
> ** *Freelance for hire* **
> www.genecrucean.com
>
> ~~ Please use my website's contact form on www.genecrucean.com for any
> personal emails. Thanks. I may not get them at this address. ~~
>
>


Re: In house Softimage hair broken?

2012-09-18 Thread Gene Crucean
Yeah definitely look into Melena and Kristinka

http://www.matkovic.com/anto/kristinka-hair.html
http://opensource.nestanimation.com/melena.html



On Tue, Sep 18, 2012 at 8:18 PM, Ben Houston  wrote:

> Melena, written by Helge and open sourced, is quite popular I
> understand.  Haven't used it myself though.
> -ben
>
> On Tue, Sep 18, 2012 at 11:10 PM, Adam Sale  wrote:
> > Its been a while since I've tried the Softimage hair, but I find it so
> > ridiculously buggy, to be almost unusable in 2013.
> > My main issue is with the grooming. It seems like if I turn on render
> hairs
> > while styling the guides, after a few moves of tips, or whole strands,
> that
> > other sections of hair I've groome, suddenly pop into a different
> position,
> > or straighten...
> >
> > What the?
> >
> > Is anyone else experiencing this, and if so I hope its on the radar to
> > fix...
> >
> > Granted, there are so many other hair solution out there today, but for
> > quick jobs like the one I needed today, I tried old school, and it bit
> me.
> >
> > Adam
>
>
>
> --
> Best regards,
> Ben Houston
> Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
> http://Exocortex.com - Passionate CG Software Professionals.
>



-- 
Gene Crucean - Emmy winning - Oscar nominated VFX Supervisor / iOS-OSX
Developer / Filmmaker / Photographer
** *Freelance for hire* **
www.genecrucean.com

~~ Please use my website's contact form on www.genecrucean.com for any
personal emails. Thanks. I may not get them at this address. ~~


Re: In house Softimage hair broken?

2012-09-18 Thread Ben Houston
Melena, written by Helge and open sourced, is quite popular I
understand.  Haven't used it myself though.
-ben

On Tue, Sep 18, 2012 at 11:10 PM, Adam Sale  wrote:
> Its been a while since I've tried the Softimage hair, but I find it so
> ridiculously buggy, to be almost unusable in 2013.
> My main issue is with the grooming. It seems like if I turn on render hairs
> while styling the guides, after a few moves of tips, or whole strands, that
> other sections of hair I've groome, suddenly pop into a different position,
> or straighten...
>
> What the?
>
> Is anyone else experiencing this, and if so I hope its on the radar to
> fix...
>
> Granted, there are so many other hair solution out there today, but for
> quick jobs like the one I needed today, I tried old school, and it bit me.
>
> Adam



-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.


In house Softimage hair broken?

2012-09-18 Thread Adam Sale
Its been a while since I've tried the Softimage hair, but I find it so
ridiculously buggy, to be almost unusable in 2013.
My main issue is with the grooming. It seems like if I turn on render hairs
while styling the guides, after a few moves of tips, or whole strands, that
other sections of hair I've groome, suddenly pop into a different position,
or straighten...

What the?

Is anyone else experiencing this, and if so I hope its on the radar to
fix...

Granted, there are so many other hair solution out there today, but for
quick jobs like the one I needed today, I tried old school, and it bit me.

Adam


RE: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Matt Lind
Pseudo code:

Determine number of particles to be emitted
Initialize ICE attribute lookup table with flipped state status 
set to false for each index
Birth particles
Identify and assign IDs to particle pairs (odd/even pairs, for 
example)

For each particle in the cloud:
Particle does something to trigger event
Event code executes looking up particle's ID, 
paired particle ID, and ICE Attribute recording flipped status
If ICE attribute says particle 
states already flipped
Exit event
Else
Flip particle 
states
Record flipped 
status in ICE attribute
Exit event




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, September 18, 2012 6:24 PM
To: softimage@listproc.autodesk.com
Subject: RE: ICE Setting a Switch for Random Pairs?

Actually, I probably don't need to know.

Usually when you have this situation you need to involve a neutral 3rd party to 
manage the states.

One possible solution is to implement an event based trigger to look at the 
states of each particle in the pair and flip them if necessary.  This event 
would have to consult an ICE Attribute or some other external piece of data 
which records whether the particles have been modified before or not so the 
event doesn't accidentally get caught in a loop.  The name of the ICE attribute 
(or index in a table of some sort) could be stored in the particles.


Matt





From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, September 18, 2012 6:18 PM
To: softimage@listproc.autodesk.com
Subject: RE: ICE Setting a Switch for Random Pairs?

Should I assume the setting for an individual particle is being set based on an 
event and cannot be determined at time of emission/birth?

Matt



From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 18, 2012 6:15 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE Setting a Switch for Random Pairs?

Bi-directional, and I only need to set it once. If one particle is True, its 
partner is False.
On Tue, Sep 18, 2012 at 8:09 PM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Altogether now: "I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute."

OK, now onto your problem.

What kind of relationship are you trying to set up?  Master/Slave or 
bi-directional like spooky action?


Matt




From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 18, 2012 6:04 PM
To: softimage@listproc.autodesk.com
Subject: ICE Setting a Switch for Random Pairs?

Let's say I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute.
I need to build a logic structure where, if one particle is True, its paired 
particle is False. And it needs to be randomly distributed through the cloud.

Does anyone have a logic solution for this, preferably one that does not 
require a repeat loop?

-B





RE: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Matt Lind
Actually, I probably don't need to know.

Usually when you have this situation you need to involve a neutral 3rd party to 
manage the states.

One possible solution is to implement an event based trigger to look at the 
states of each particle in the pair and flip them if necessary.  This event 
would have to consult an ICE Attribute or some other external piece of data 
which records whether the particles have been modified before or not so the 
event doesn't accidentally get caught in a loop.  The name of the ICE attribute 
(or index in a table of some sort) could be stored in the particles.


Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, September 18, 2012 6:18 PM
To: softimage@listproc.autodesk.com
Subject: RE: ICE Setting a Switch for Random Pairs?

Should I assume the setting for an individual particle is being set based on an 
event and cannot be determined at time of emission/birth?

Matt



From: 
softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 18, 2012 6:15 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE Setting a Switch for Random Pairs?

Bi-directional, and I only need to set it once. If one particle is True, its 
partner is False.
On Tue, Sep 18, 2012 at 8:09 PM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Altogether now: "I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute."

OK, now onto your problem.

What kind of relationship are you trying to set up?  Master/Slave or 
bi-directional like spooky action?


Matt




From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 18, 2012 6:04 PM
To: softimage@listproc.autodesk.com
Subject: ICE Setting a Switch for Random Pairs?

Let's say I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute.
I need to build a logic structure where, if one particle is True, its paired 
particle is False. And it needs to be randomly distributed through the cloud.

Does anyone have a logic solution for this, preferably one that does not 
require a repeat loop?

-B





RE: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Matt Lind
Should I assume the setting for an individual particle is being set based on an 
event and cannot be determined at time of emission/birth?

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 18, 2012 6:15 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE Setting a Switch for Random Pairs?

Bi-directional, and I only need to set it once. If one particle is True, its 
partner is False.
On Tue, Sep 18, 2012 at 8:09 PM, Matt Lind 
mailto:ml...@carbinestudios.com>> wrote:
Altogether now: "I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute."

OK, now onto your problem.

What kind of relationship are you trying to set up?  Master/Slave or 
bi-directional like spooky action?


Matt




From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Bradley Gabe
Sent: Tuesday, September 18, 2012 6:04 PM
To: softimage@listproc.autodesk.com
Subject: ICE Setting a Switch for Random Pairs?

Let's say I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute.
I need to build a logic structure where, if one particle is True, its paired 
particle is False. And it needs to be randomly distributed through the cloud.

Does anyone have a logic solution for this, preferably one that does not 
require a repeat loop?

-B





Re: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Bradley Gabe
Nope, this is for Psyop, not The Mill.

On Tue, Sep 18, 2012 at 8:13 PM, Jeff McFall  wrote:

>  is there a cat involved?
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Bradley Gabe
> *Sent:* Tuesday, September 18, 2012 9:04 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* ICE Setting a Switch for Random Pairs?
>
> ** **
>
> Let's say I have an ICE tree where each particle is paired with a second
> particle, and the second with the first, both by ID attribute.
>
> I need to build a logic structure where, if one particle is True, its
> paired particle is False. And it needs to be randomly distributed through
> the cloud.
>
> ** **
>
> Does anyone have a logic solution for this, preferably one that does not
> require a repeat loop?
>
> ** **
>
> -B
>
> ** **
>
> ** **
>


Re: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Bradley Gabe
Bi-directional, and I only need to set it once. If one particle is True,
its partner is False.

On Tue, Sep 18, 2012 at 8:09 PM, Matt Lind  wrote:

> Altogether now: “I have an ICE tree where each particle is paired with a
> second particle, and the second with the first, both by ID attribute.”
>
> ** **
>
> OK, now onto your problem.
>
> ** **
>
> What kind of relationship are you trying to set up?  Master/Slave or
> bi-directional like spooky action?  
>
> ** **
>
> ** **
>
> Matt
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Bradley Gabe
> *Sent:* Tuesday, September 18, 2012 6:04 PM
> *To:* softimage@listproc.autodesk.com
> *Subject:* ICE Setting a Switch for Random Pairs?
>
> ** **
>
> Let's say I have an ICE tree where each particle is paired with a second
> particle, and the second with the first, both by ID attribute.
>
> I need to build a logic structure where, if one particle is True, its
> paired particle is False. And it needs to be randomly distributed through
> the cloud.
>
> ** **
>
> Does anyone have a logic solution for this, preferably one that does not
> require a repeat loop?
>
> ** **
>
> -B
>
> ** **
>
> ** **
>


RE: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Jeff McFall
is there a cat involved?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 18, 2012 9:04 PM
To: softimage@listproc.autodesk.com
Subject: ICE Setting a Switch for Random Pairs?

Let's say I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute.
I need to build a logic structure where, if one particle is True, its paired 
particle is False. And it needs to be randomly distributed through the cloud.

Does anyone have a logic solution for this, preferably one that does not 
require a repeat loop?

-B




RE: ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Matt Lind
Altogether now: "I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute."

OK, now onto your problem.

What kind of relationship are you trying to set up?  Master/Slave or 
bi-directional like spooky action?


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Bradley Gabe
Sent: Tuesday, September 18, 2012 6:04 PM
To: softimage@listproc.autodesk.com
Subject: ICE Setting a Switch for Random Pairs?

Let's say I have an ICE tree where each particle is paired with a second 
particle, and the second with the first, both by ID attribute.
I need to build a logic structure where, if one particle is True, its paired 
particle is False. And it needs to be randomly distributed through the cloud.

Does anyone have a logic solution for this, preferably one that does not 
require a repeat loop?

-B




ICE Setting a Switch for Random Pairs?

2012-09-18 Thread Bradley Gabe
Let's say I have an ICE tree where each particle is paired with a second
particle, and the second with the first, both by ID attribute.
I need to build a logic structure where, if one particle is True, its
paired particle is False. And it needs to be randomly distributed through
the cloud.

Does anyone have a logic solution for this, preferably one that does not
require a repeat loop?

-B


RE: Polygon Island orientation

2012-09-18 Thread Matt Lind
If you're using polygon islands, then you're essentially doing deformations on 
a single mesh.  In which case the centers will not maintain alignment with each 
island because what you're seeing are not the centers of the islands, but 
temporary manipulators.  This is normal and expected behavior.

Your best option is to split each polygon island into it's own object so you 
can control them independently as objects.

If you insist on keeping them as polygon islands, a simple solution would be to 
create nulls to act as the centers of the polygon islands and assign the 
polygon islands to the nulls via an envelope.  You can then weight each vertex 
of each island 100% to it's assigned null.  Your ICE Tree would then push the 
nulls around and the islands would simply tag along for the ride.


Matt






From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
Sent: Tuesday, September 18, 2012 12:03 PM
To: softimage@listproc.autodesk.com
Subject: Polygon Island orientation

Is there any way to change a polygon island's center axis without moving the 
points on the attached instances?

In the original geo, the points are oriented properly as are the original 
center points are pointing where I needed them, but since I am now using ICE to 
push them around, the particle points that are generated from the merged geo 
that the poly islands come from all orient global 0,0,0. Which was fine up 
until I was asked to constrain their orientation so that they Y axis is always 
pointed at the surface underneath.

So they need to orient flat along the surface, like how they start out in 
example 1, example 2 shows what's happening as they fly away from the surface, 
their orientation does not stay flat. In example 3 you can see what happens 
when I orient the axis towards the globe's surface, they all flip.

So I am a little stuck. After digging into the nodes I haven't found a place 
where I can make any changes to the orientation of the axis without the 
instances also flipping.

Thoughts?

Thanks,

Eric


--
Freelance 3D and VFX animator


Re: Polygon Island orientation

2012-09-18 Thread Gustavo Eggert Boehs
:/
though spot to be in... so there is a pointcloud controling all this
islands, is that it?

Im having a hard time trying to understand what is going on. The
orientations you have at first are point to worldspace, not to the sphere.
So you might want to get the ofsset between that and the sphere and apply
at the end? does that make sense? I dont know...

can you post the ICEtree?


RE: Small Annoying Things

2012-09-18 Thread Eric Cosky
If you have two RT shaders with different extensions, you can't distinguish
between them in the render tree shader list.

 

Ie

 

MyShader.cgfx

MyShader.fx

 

Show up in the list as:

 

MyShader

MyShader

 

Mildly annoying is how when the Realtime/CgFX category is selected, shows
both .cgfx and .fx files. Maybe I've got the wrong idea about what the .fx
extension is for but I didn't think .cgfx files would typically refer to .fx
files, I have always thought of .fx as being a DirectX/HLSL thing.  Perhaps
it would be helpful to have a new Fx subcategory adjacent to CgFX & HLSL.

 

A minor bug that would be nice to see fixed is if you use a dual display
setup with a custom view showing the rendertree in an embedded frame, if you
add a shader to the filesystem and hit refresh shaders button it doesn't
actually refresh the display - you have to hit the refresh shaders button in
a floating window for it to actually update the list. 

 

Finally, It would be really nice if the shader list didn't flatten out the
folder structure where it found the shader files. 

 

Thanks

 

 



Re: Polygon Island orientation

2012-09-18 Thread Eric Lampi
Yes, I believe so. I'm freelancing someplace and it was a tool they were
already using. I asked and I couldn't get confirmation, basically "I am not
sure where we got it". So it's made my job a little harder! It's "create
polygon island transform with and ICE pcloud" under the create>poly menu.

On Tue, Sep 18, 2012 at 3:51 PM, Alan Fregtman wrote:

> Ohhh, you're using Guillaume's Polygon Islands to Particles script?
>
>
> On Tue, Sep 18, 2012 at 3:47 PM, Alan Fregtman 
> wrote:
> > Polygon islands don't have real centers. I assume you meant you have
> > several objects, one per island and you wish to orient those without
> > touching the existing point positions? Am I right?
> >
> > On Tue, Sep 18, 2012 at 3:03 PM, Eric Lampi  wrote:
> >> Is there any way to change a polygon island's center axis without
> moving the
> >> points on the attached instances?
> >>
> >> In the original geo, the points are oriented properly as are the
> original
> >> center points are pointing where I needed them, but since I am now
> using ICE
> >> to push them around, the particle points that are generated from the
> merged
> >> geo that the poly islands come from all orient global 0,0,0. Which was
> fine
> >> up until I was asked to constrain their orientation so that they Y axis
> is
> >> always pointed at the surface underneath.
> >>
> >> So they need to orient flat along the surface, like how they start out
> in
> >> example 1, example 2 shows what's happening as they fly away from the
> >> surface, their orientation does not stay flat. In example 3 you can see
> what
> >> happens when I orient the axis towards the globe's surface, they all
> flip.
> >>
> >> So I am a little stuck. After digging into the nodes I haven't found a
> place
> >> where I can make any changes to the orientation of the axis without the
> >> instances also flipping.
> >>
> >> Thoughts?
> >>
> >> Thanks,
> >>
> >> Eric
> >>
> >>
> >> --
> >> Freelance 3D and VFX animator
> >>
>



-- 
Freelance 3D and VFX animator


Re: Polygon Island orientation

2012-09-18 Thread Eric Lampi
I have one object with many islands, and yes, I want to orient the particle
points without moving the geo point positions of the instanced islands.

On Tue, Sep 18, 2012 at 3:47 PM, Alan Fregtman wrote:

> Polygon islands don't have real centers. I assume you meant you have
> several objects, one per island and you wish to orient those without
> touching the existing point positions? Am I right?
>
> On Tue, Sep 18, 2012 at 3:03 PM, Eric Lampi  wrote:
> > Is there any way to change a polygon island's center axis without moving
> the
> > points on the attached instances?
> >
> > In the original geo, the points are oriented properly as are the original
> > center points are pointing where I needed them, but since I am now using
> ICE
> > to push them around, the particle points that are generated from the
> merged
> > geo that the poly islands come from all orient global 0,0,0. Which was
> fine
> > up until I was asked to constrain their orientation so that they Y axis
> is
> > always pointed at the surface underneath.
> >
> > So they need to orient flat along the surface, like how they start out in
> > example 1, example 2 shows what's happening as they fly away from the
> > surface, their orientation does not stay flat. In example 3 you can see
> what
> > happens when I orient the axis towards the globe's surface, they all
> flip.
> >
> > So I am a little stuck. After digging into the nodes I haven't found a
> place
> > where I can make any changes to the orientation of the axis without the
> > instances also flipping.
> >
> > Thoughts?
> >
> > Thanks,
> >
> > Eric
> >
> >
> > --
> > Freelance 3D and VFX animator
> >
>



-- 
Freelance 3D and VFX animator


Re: Polygon Island orientation

2012-09-18 Thread Alan Fregtman
Ohhh, you're using Guillaume's Polygon Islands to Particles script?


On Tue, Sep 18, 2012 at 3:47 PM, Alan Fregtman  wrote:
> Polygon islands don't have real centers. I assume you meant you have
> several objects, one per island and you wish to orient those without
> touching the existing point positions? Am I right?
>
> On Tue, Sep 18, 2012 at 3:03 PM, Eric Lampi  wrote:
>> Is there any way to change a polygon island's center axis without moving the
>> points on the attached instances?
>>
>> In the original geo, the points are oriented properly as are the original
>> center points are pointing where I needed them, but since I am now using ICE
>> to push them around, the particle points that are generated from the merged
>> geo that the poly islands come from all orient global 0,0,0. Which was fine
>> up until I was asked to constrain their orientation so that they Y axis is
>> always pointed at the surface underneath.
>>
>> So they need to orient flat along the surface, like how they start out in
>> example 1, example 2 shows what's happening as they fly away from the
>> surface, their orientation does not stay flat. In example 3 you can see what
>> happens when I orient the axis towards the globe's surface, they all flip.
>>
>> So I am a little stuck. After digging into the nodes I haven't found a place
>> where I can make any changes to the orientation of the axis without the
>> instances also flipping.
>>
>> Thoughts?
>>
>> Thanks,
>>
>> Eric
>>
>>
>> --
>> Freelance 3D and VFX animator
>>


Re: Polygon Island orientation

2012-09-18 Thread Alan Fregtman
Polygon islands don't have real centers. I assume you meant you have
several objects, one per island and you wish to orient those without
touching the existing point positions? Am I right?

On Tue, Sep 18, 2012 at 3:03 PM, Eric Lampi  wrote:
> Is there any way to change a polygon island's center axis without moving the
> points on the attached instances?
>
> In the original geo, the points are oriented properly as are the original
> center points are pointing where I needed them, but since I am now using ICE
> to push them around, the particle points that are generated from the merged
> geo that the poly islands come from all orient global 0,0,0. Which was fine
> up until I was asked to constrain their orientation so that they Y axis is
> always pointed at the surface underneath.
>
> So they need to orient flat along the surface, like how they start out in
> example 1, example 2 shows what's happening as they fly away from the
> surface, their orientation does not stay flat. In example 3 you can see what
> happens when I orient the axis towards the globe's surface, they all flip.
>
> So I am a little stuck. After digging into the nodes I haven't found a place
> where I can make any changes to the orientation of the axis without the
> instances also flipping.
>
> Thoughts?
>
> Thanks,
>
> Eric
>
>
> --
> Freelance 3D and VFX animator
>


RE: Polygon Island orientation

2012-09-18 Thread Grahame Fuller
Maybe use two point clouds - one with the original orientation for the 
instances and a matching cloud with the particles' Y axes pointing at the 
surface. Use Switch Context to match their positions.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Lampi
Sent: Tuesday, September 18, 2012 03:03 PM
To: softimage@listproc.autodesk.com
Subject: Polygon Island orientation

Is there any way to change a polygon island's center axis without moving the 
points on the attached instances?

In the original geo, the points are oriented properly as are the original 
center points are pointing where I needed them, but since I am now using ICE to 
push them around, the particle points that are generated from the merged geo 
that the poly islands come from all orient global 0,0,0. Which was fine up 
until I was asked to constrain their orientation so that they Y axis is always 
pointed at the surface underneath.

So they need to orient flat along the surface, like how they start out in 
example 1, example 2 shows what's happening as they fly away from the surface, 
their orientation does not stay flat. In example 3 you can see what happens 
when I orient the axis towards the globe's surface, they all flip.

So I am a little stuck. After digging into the nodes I haven't found a place 
where I can make any changes to the orientation of the axis without the 
instances also flipping.

Thoughts?

Thanks,

Eric


--
Freelance 3D and VFX animator
<>

Re: OT: Freelance FX TD for hire

2012-09-18 Thread Alan Fregtman
Awesome demo, yo!


On Fri, Sep 14, 2012 at 8:10 PM, Sylvain Lebeau  wrote:
> Coolness!!!
> You have the profile of a terrorist!!!   Total destruction man!!
> awesome demo Rick!
>
> sly
>
> Rick Fuentealba
> Friday, September 14, 2012 6:40 PM
> Hey gang, sorry for the OT reel plug.
>
> I'm Rick and I'm an FX TD looking to see what is going on in this side for
> TD work.
>
> I'm currently wrapping up my current gig and looking around for TD work. My
> experience with Softimage right now is a bit limited, but I'm fine with
> Python and C++, I'm definitely the kind of person who isn't afraid of
> learning new software and adjusting to the situation.
>
> Currently I'm located in Los Angeles, but I am always open to working
> remotely.
>
> One of the problems I've been tackling on my own (short) free time has been
> setting up Houdini and Softimage interoperability, I have a working rough
> version of ICECACHE Import/export that I'm looking at wrapping up this month
> and releasing it to the community after much delay.
>
> My latest reel and resume can be found:
>
> http://www.rickfx.com/wp-content/uploads/2012/09/Rick.Fuentealba.resume.2012.pdf
>
> http://www.rickfx.com/wp-content/uploads/2012/09/Rick.Fuentealba.reel_2012.720.mp4
> https://vimeo.com/49326059
>
> Thanks for looking at my work!
> -Rick
>
> P.S. If there are any issues, please forward all complaints to Meng-Yang Lu
> :-P
>
>
> --
> Sylvain Lebeau // SHED
> V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 
>



Re: unscientific rendering test

2012-09-18 Thread Leoung O'Young

No I haven't, probably does but  I don't know by how much

On 9/18/2012 1:23 PM, Orlando Esponda wrote:
Out of curiosity, have you tried you're i7 (6 cores) without 
overclock?  Does overclock really helps to speed up render times?



On Tue, Sep 18, 2012 at 11:43 AM, Leoung O'Young 
mailto:digim...@digimata.com>> wrote:


For anyone interested

Rough numbers in a rendering test with different CPUs

XSI /Mental Ray

Dual CPU AMD 6272  32 cores 32 gb ram 3:50 minutes
Intel i7 3930 6 cores/ 12 threads overclock 4.2 ghz  32 gb ram 4:
42 minutes
Intel i7 3770  4 cores/8 threads 12gb ram   7:21 minutes
Intel i7 2600  4 cores/8 threads   12 gb ram   7:58 minutes
Intel i7  870   4 cores/8 threads  12 gb ram 10:06  minutes..


L.



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Komplementärin: Lenhard & Barth Verwaltungsgesellschaft mbH, Sitz: 
Dresden,
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Barth


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Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: 
Dresden, Company
Registration Number: HRB 26501, Chief Executive Officers: Frank 
Lenhard, Tino Barth



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Re: unscientific rendering test

2012-09-18 Thread Orlando Esponda
Out of curiosity, have you tried you're i7 (6 cores) without overclock?
Does overclock really helps to speed up render times?


On Tue, Sep 18, 2012 at 11:43 AM, Leoung O'Young wrote:

> For anyone interested
>
> Rough numbers in a rendering test with different CPUs
>
> XSI /Mental Ray
>
> Dual CPU AMD 6272  32 cores 32 gb ram 3:50 minutes
> Intel i7 3930 6 cores/ 12 threads overclock 4.2 ghz  32 gb ram 4: 42
> minutes
> Intel i7 3770  4 cores/8 threads 12gb ram   7:21 minutes
> Intel i7 2600  4 cores/8 threads   12 gb ram   7:58 minutes
> Intel i7  870   4 cores/8 threads  12 gb ram 10:06  minutes..
>
>
> L.
>

-- 
--
IMPRESSUM:
PiXABLE STUDIOS GmbH & Co.KG, Sitz: Dresden, Amtsgericht: Dresden, HRA 6857,
Komplementärin: Lenhard & Barth Verwaltungsgesellschaft mbH, Sitz: Dresden,
Amtsgericht: Dresden, HRB 26501, Geschäftsführer: Frank Lenhard, Tino Barth

IMPRINT:
PiXABLE STUDIOS GmbH & Co.KG, Domicile: Dresden, Court of Registery: 
Dresden,
Company Registration Number: HRA 6857, General Partner: Lenhard & Barth
Verwaltungsgesellschaft mbH, Domicile: Dresden, Court of Registery: 
Dresden, Company
Registration Number: HRB 26501, Chief Executive Officers: Frank Lenhard, 
Tino Barth


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strictly forbidden. 


Re: In case you missed it..

2012-09-18 Thread Jeffrey Dates
and, to bring the thread full-circle and kick a dead horse...   saw this
today.

http://cgmemes.blogspot.com/2012/09/best-particles-system-ever.html


Re: Python on Linux

2012-09-18 Thread Alan Fregtman
Oh, good to know! Neat. :)

On Tue, Sep 18, 2012 at 2:20 AM, Xavier Lapointe
 wrote:
> Hmm, but this can have nasty side effects (recently experienced it). Someone
> pointed out to me that you can actually pass the env keyword argument in the
> subprocess call and pass a copy of the current environment instead (with
> necessary modifications).
>
>
> On Fri, Sep 14, 2012 at 12:33 AM, Alan Fregtman 
> wrote:
>>
>> Hey X,
>>
>> About the 3rd item, you just need to make sure the system libraries are
>> loaded before XSI's own by putting them first in the LD_LIBRARY_PATH
>> environment variable.
>>
>> Here's a workaround sample code to start subprocesses in Linux that worked
>> for me last time:
>>
>> import os
>> import subprocess
>>
>> inLinux = Application.Platform.startswith("Linux")
>> if inLinux:
>> exe = XSIUtils.BuildPath( pDir, executable)
>> ldEnv = "LD_LIBRARY_PATH"
>> sysLibDir = r"/usr/lib64"
>> ld_oldVal = os.environ[ldEnv]
>> os.environ[ldEnv] = sysLibDir+":"+os.environ[ldEnv]
>>
>> command = r'/path/to/awesome/tool blablabla arguments here'
>> proc = subprocess.Popen( command.split(), stdout=subprocess.PIPE,
>> stderr=subprocess.PIPE )
>> out, err = proc.communicate()
>> print "stdout: %s" % out
>> print "return code: %s" % err
>>
>> if inLinux:
>> # Reset to old values like the good samaritan coder we are. :p
>> os.environ[ldEnv] = ld_oldVal
>>
>>
>> As a matter of fact, it was thanks to you that I figured this one out at
>> the time. :p
>>
>> Cheers,
>>
>>-- Alan
>>
>>
>> On Tue, Sep 11, 2012 at 8:19 PM, Xavier Lapointe
>>  wrote:
>>>
>>> You might have to import __future__ in order to have access to some
>>> statement like with
>>> The @property decorator does not work
>>> Keep in mind that if you use a newer version of linux that the one
>>> supported, you might have trouble starting subprocesses, since the libc
>>> version coming with soft will override the one on the system (but it's still
>>> possible).
>>> For plugins it should be too bad, but for libs, I would consider running
>>> some unittest if I were you
>>>
>>>
>>> Cheers
>>>
>>>
>>
>
>
>
> --
> Xavier


unscientific rendering test

2012-09-18 Thread Leoung O'Young

For anyone interested

Rough numbers in a rendering test with different CPUs

XSI /Mental Ray

Dual CPU AMD 6272  32 cores 32 gb ram 3:50 minutes
Intel i7 3930 6 cores/ 12 threads overclock 4.2 ghz  32 gb ram 4: 42 minutes
Intel i7 3770  4 cores/8 threads 12gb ram   7:21 minutes
Intel i7 2600  4 cores/8 threads   12 gb ram   7:58 minutes
Intel i7  870   4 cores/8 threads  12 gb ram 10:06  minutes..


L.


Re: Animation/keyframe setting that's driving me crazy.

2012-09-18 Thread Anthony Martin
Hi.

Renaming the preferences folder so that Soft creates a new one seems to
have done the trick.

Thanks!

Anthony

On Mon, Sep 17, 2012 at 8:15 AM, Stefan Kubicek wrote:

> Restarting XSI doesn not help? Have you tried deleting your preferences?
> Do you have any plugins with custom events installed that get triggered
> onTimeChanged that could casue this?
> Disable Plugins systematically to find out.
>
>
>
>  Hi,
>>
>> I think I've accidentally changed some setting somewhere and it's driving
>> me nuts. The upshot of it is that if I save a keyframe on a parameter (can
>> be shader, ICE node, anything in a PPG) and then skip to another frame and
>> try and adjust that parameter to a new value it just snaps back to the
>> value of the first keyframe. I can get around it by just clicking the
>> keyframe button again and then adjusting it in the animation fcurve editor
>> but that is not how I want to roll! I've got a suspicion that it's
>> something to do with a SetValue "PlayControl.Key" that now happens
>> whenever
>> I shuffle through the timeline to a different frame. I could well be wrong
>> though.
>>
>> Please help! Please! I'm begging you all for help.
>>
>> *wimper* *cry*
>>
>> Anthony
>>
>> P.s. I'm including a screengrab of that sort of shows both the SetValue
>> "PlayControl.Key" thing and also how whatever current frame I'm on in the
>> timeline is also accompanied by a little lime green marker.
>>
>>
>
> --
> --**-
> 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: Random offset image sequence based on particle ID

2012-09-18 Thread Ben Beckett
Hi Olivier

Could you test the particle id with a condition if the id is in this range
set this! if in another range set this!

Ben

On 18 September 2012 07:56, olivier jeannel  wrote:

> Hi gang,
>
> I know how to set image-texture based on particle ID (image01 set to
> particle ID 01, image02 set to particle ID 02,etc.)
>
> I'd like to have one image sequence (a video), with time offseted based on
> Particle ID. Example :
> Particle 01 gets sequence from 0 to 100, particle 02 gets sequence from 50
> to 150, etc.
>
> How do I achieve that ? I'd really like to avoid having 100 various videos
> filling my hard drive...
>
> Thanks !
>