Re: Setting data on a particle based off data from another particle in the same cloud

2013-07-17 Thread Julian Johnson

Hi Alan,

https://dl.dropboxusercontent.com/u/69741069/cross_querying.rar

Not sure if this is what you're after but it establishes a relationship 
between the parent and the clone which enables the parent to later query 
the clone's attributes and set data on itself. It's quite hacky in that 
the only way I could quickly get a parent to know which particles it had 
cloned was via Get Closest Points on instantiation of the clones. In 
this scene the parent looks up the second strand position in the clone 
and shows you the resulting vector. I tried to figure out the ID 
allocation (making assumptions, for example, that the cloned particle 
would have the next ID along from its parent but that didn't seem to 
work) and it would be interesting to understand better how ICE allocates 
IDs to clones.


On the other hand, I think it would be more elegant to do your stuff the 
other way round - it's always much easier to give a clone the id of its 
parent since it can directly inherit a custom attribute based on the 
original particles ID and then always find it again using ID to 
Location. So, in your case, maybe have the strand on the original 
particle and querying that from the cloned one (using the easier ID to 
Location stuff)?


Julian


Re: Setting data on a particle based off data from another particle in the same cloud

2013-07-17 Thread Ciaran Moloney
Maybe you're not getting the right ID to look up the strandpoints on?


On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 I thought that too, but it's not cutting it. :(

 The do stuff part doesn't get any StrandPosition data for the points
 without strands. (Tried both ID to Location  Point Index to Location.)



 On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney 
 moloney.cia...@gmail.comwrote:

 Point ID to location  get strand positions  do stuff  Set
 Self.Orientation



 Ciaran


 On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 Hey guys,

 Scratching my head over this...

 So, I have two sets of particles. One is emitted then a second particle
 is born (via Clone Point) and this one gets some strand stuff. This one
 follows the original's motion.

 I wanna align the first particle to the strands' tangent from the second
 particle. I got this working when it was all with one set of particle, but
 now that I separated them, I'm a little lost with the context.

 Getting self.StrandPosition to work out the tangents sets the context to
 per-point and so if I set any data it does it to that original point I read
 the StrandPosition from, therefore I end up affecting my strandy particles,
 not the original.

 Any idea how I can get the StrandPosition from the strandy particles and
 have it so when I set the Orientation I do so on the original first set of
 particles?

 Any help appreciated.
 Cheers,

-- Alan






Re: Short introduction and a big hello.

2013-07-17 Thread Ognjen Vukovic
Hi Ben,

Yes i remember Ivan was non stop on the mailing list. I thing we started
using Crate nearly two years ago and it was a game changer from day one.




On Wed, Jul 17, 2013 at 12:28 AM, Ben Houston b...@exocortex.com wrote:

 Hello! Crater Studio and Ivan rock. Ivan was really helpful in polishing
 the Exocortex Crate product.

 Sent from my phone.
 On Jul 16, 2013 5:49 AM, Ognjen Vukovic ognj...@gmail.com wrote:

 Hi guys,

 I have been browsing around through the mailing list for the past couple
 of days and i thought it would be correct to just drop in with a little
 introduction and to say hello to everyone here.

 Firstly i would like to proclaim my love the software that is Softimage ,
 i think i got involved with it when a really cool guy at my previous work
 place,Ivan Vasiljevic got us to change our lighting pipeline to Softimage
 from Maya a couple of years ago, and since then its really been a smooth
 ride. No unexplainable bugs( well there was this one time... :) ), no
 random crashes and defiantly less nights of debugging scenes till your eyes
 go red and a lot more productivity... All i have to say is that it
 defiantly changed the way i perceived my work and brought in a whole new
 level of fun to it :). So even if i am a bit late i would like to thank the
 guys at Softimage 3D for starting it all...

 Also a big hello to everyone here on the mailing list, hope you guys are
 out there somewhere also enjoying your work as i am, and its a pleasure to
 be here.

 Thanks for taking the time to read this fan-boy drivel :)

 Cheers,
 Ogi.




RE: OT: Pacific Rim

2013-07-17 Thread Marc-Andre Carbonneau
And Vincent is too modest but he and his partner also crunched some fluid shots 
like crazy for ILM Vancouver...
Vacation for the next two weeks for me and I almost hope it rain so I don't 
feel guilty to go see all of this summer's line up! ;)


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin
Sent: 15 juillet 2013 16:14
To: softimage
Subject: Re: OT: Pacific Rim

Congrats guys, top notch work!
I also enjoyed the film very much, it was a lot more entertaining than the 
average Marvel that try to be so serious. IMHO Del Toro did a good job, you can 
feel his personality throughout the humor, colors and ubiquitous geekiness :-)

On Mon, Jul 15, 2013 at 3:59 PM, Tim Crowson 
tim.crow...@magneticdreams.commailto:tim.crow...@magneticdreams.com wrote:
Alan, I saw Pacific Rim in Imax 3D and was absolutely blown away! In my 
opinion, it's the film that is best suited for Imax 3D projection. Other films 
may be fun to watch like that, but Pacific Rim really steps it up. Major ass 
was kicked in the making of this film.

Congrats to you Alan, and everyone else at Rodeo! Impressive stuff, and glad to 
know Soft was used!

I don't really understand the naysayers complaining of thin plots. Who would 
possibly be naive enough to go see this film for any other reason than to 
satisfy the 10-yr old kid in you? It's all over the previews! Don't fool 
yourself... you know why you're there! :-D

-Tim


On 7/15/2013 2:41 PM, David Gallagher wrote:
Congratulations!

On 7/15/2013 3:07 PM, Alan Fregtman wrote:
Hey guys,

A lot of people say Softimage doesn't get used much in movies, so I personally 
love to hear stories when it does happen. Therefore, I wanted to share some 
details with you. :)

I'm the lead rigger at Rodeo FX http://rodeofx.com and we did all of the 
interiors of the control pods (the cockpits, that is), including the visors, 
foot actuators  mechanical stilts, some digidoubles, etc. (except the 
holograms/UI graphics that were done by the folks at Hybride.) We also had the 
chance of doing our first organic creature, the brain in the lab (which 
involved a lot of gross ICE deformations), as well as many beautiful matte 
paintings and a couple of helicopters.

Overall, we did over a hundred shots. CG was done in Softimage and as far as I 
know it was all rendered in our favourite renderer, Arnold! We'd still be 
rendering today if Mentalray had been used. :p We threw countless ~8k textures 
with displacement and stupid amounts of topology, and good ol' Arnie performed 
like a champ.

The stilts (the leg controls in the cockpit) had anything from 1500 to 2500 
separate meshes and on average about 150 segments (solid groups of parts that 
moved as one.) Once we identified the segments by the end we had a rig of 
Arnold stand-ins with each segment saved as one ass file, and low-res geo 
representing that segment constrained to some part of the rig. It then became 
relatively light to have the standins rigged instead of the full raw geo, and 
it made it quite easy to replace parts or textures later in the pipeline during 
or after animation. (Also caching was a piece of cake in this scenario, as we 
only needed to plot the segment nulls instead of thousands of meshes or 
pointcaching anything.)

On the brain there was procedural pulsing animation driven by ICE deformers. 
Globules would breathe, a heart-like organ would pump its ventricles 
intermittently and an intestine-like organ flowed with bulges travelling along 
its tract. It was gross and (in my opinion) kind of awesome. lol Speaking of 
ICE, there was a kind of lettuce behind the brain that was also moving a bit. 
The modeling was done with strips that were procedurally curled and then if I 
remember correctly the whole thing was driven via Syflex as the brain gently 
floated. This lettuce thing was handled by another guy on this mailing list, my 
 coworker and friend Jonathan Laborde. Maybe if he's reading this he can give 
more details of how he used ICE in a few other shots.

It was crazy fun project to work on. Fingers crossed that Pacific Rim 2 becomes 
a reality. :) Anyway, did you guys go see it? What'd you think?

Oh and speaking of other movies, we did a ton of work in Now You See Me as 
well, including hundreds of stadium dudes with our propietary ICE static crowd 
system, falling/flying money, cg bubbles, an art-directed liquid, lockpicking, 
flying cards, many vehicles, the projected motiongraphics near the end and a 
few invisible fx. (I feel like I probably missed something, but anyway, we did 
a lot.) We were the main vfx vendor on that film, delivering just over 20 
minutes worth of vfx magic (pun intended.) Again, Soft  Arnold and lots of 
effects in ICE all throughout.

Cheers,

   -- Alan



--





Re: Setting data on a particle based off data from another particle in the same cloud

2013-07-17 Thread Christian Keller
If you clone the points clone the id into a new attribute, then you know which 
particle is the parent. And add a attribute that it's a clone. You can use that 
later to decide not to put orientation values on.
Build a set from you tangent, whatever values and then you can select the 
corresponding value from that set.

I'm not in front of a computer right now, but I'll have a quick look at it if 
you don't get it working.

Chris


-- 
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 17.07.2013 um 12:02 schrieb Ciaran Moloney moloney.cia...@gmail.com:

 Maybe you're not getting the right ID to look up the strandpoints on?
 
 
 On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman alan.fregt...@gmail.com 
 wrote:
 I thought that too, but it's not cutting it. :(
 
 The do stuff part doesn't get any StrandPosition data for the points 
 without strands. (Tried both ID to Location  Point Index to Location.)
 
 
 
 On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney moloney.cia...@gmail.com 
 wrote:
 Point ID to location  get strand positions  do stuff  Set 
 Self.Orientation
 
 
 
 Ciaran
 
 
 On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.com 
 wrote:
 Hey guys,
 
 Scratching my head over this...
 
 So, I have two sets of particles. One is emitted then a second particle is 
 born (via Clone Point) and this one gets some strand stuff. This one 
 follows the original's motion.
 
 I wanna align the first particle to the strands' tangent from the second 
 particle. I got this working when it was all with one set of particle, but 
 now that I separated them, I'm a little lost with the context.
 
 Getting self.StrandPosition to work out the tangents sets the context to 
 per-point and so if I set any data it does it to that original point I 
 read the StrandPosition from, therefore I end up affecting my strandy 
 particles, not the original.
 
 Any idea how I can get the StrandPosition from the strandy particles and 
 have it so when I set the Orientation I do so on the original first set of 
 particles?
 
 Any help appreciated.
 Cheers,
 
-- Alan
 


Re: Setting data on a particle based off data from another particle in the same cloud

2013-07-17 Thread Ciaran Moloney
I guess I don't understand the problemwhy not do just ID to Location 
strand positions ? It's quick and gives you the array you need right away.


On Wed, Jul 17, 2013 at 1:29 PM, Leonard Koch leonardkoch...@gmail.comwrote:

 Hm somehow my first email didn't get through.
 The trick is to turn the per point data into arrays, use a lot of find in
 array nodes and to calculate the direction vector on the strand particles
 instead of trying to get the strand data from them and then calculating it
 on the other particles.
 Hope this helps.
 Here you can download the scene:
 https://leonard-koch.squarespace.com/s/SeparatingStrandsAndParticlesForAlan.scn
 And here is the image of the ice tree used in the scene





 On Wed, Jul 17, 2013 at 2:07 PM, Christian Keller chris3...@me.comwrote:

 If you clone the points clone the id into a new attribute, then you know
 which particle is the parent. And add a attribute that it's a clone. You
 can use that later to decide not to put orientation values on.
 Build a set from you tangent, whatever values and then you can select the
 corresponding value from that set.

 I'm not in front of a computer right now, but I'll have a quick look at
 it if you don't get it working.

 Chris


 --
 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 17.07.2013 um 12:02 schrieb Ciaran Moloney moloney.cia...@gmail.com:

 Maybe you're not getting the right ID to look up the strandpoints on?


 On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 I thought that too, but it's not cutting it. :(

 The do stuff part doesn't get any StrandPosition data for the points
 without strands. (Tried both ID to Location  Point Index to Location.)



 On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney 
 moloney.cia...@gmail.com wrote:

 Point ID to location  get strand positions  do stuff  Set
 Self.Orientation



 Ciaran


 On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman alan.fregt...@gmail.com
  wrote:

 Hey guys,

 Scratching my head over this...

 So, I have two sets of particles. One is emitted then a second
 particle is born (via Clone Point) and this one gets some strand stuff.
 This one follows the original's motion.

 I wanna align the first particle to the strands' tangent from the
 second particle. I got this working when it was all with one set of
 particle, but now that I separated them, I'm a little lost with the 
 context.

 Getting self.StrandPosition to work out the tangents sets the context
 to per-point and so if I set any data it does it to that original point I
 read the StrandPosition from, therefore I end up affecting my strandy
 particles, not the original.

 Any idea how I can get the StrandPosition from the strandy particles
 and have it so when I set the Orientation I do so on the original first 
 set
 of particles?

 Any help appreciated.
 Cheers,

-- Alan








Re: Setting data on a particle based off data from another particle in the same cloud

2013-07-17 Thread Alan Fregtman
@ Julian  Leonard,
Thank you guys. I will check your scenes and explanations when I get home
later.

@Ciaran,
It does, but only so for the particles with strands. Particles without
strands get filtered out of the logic. So even though I can work out the
orientation I need from the location StrandPosition's, when I set
self.Orientation, it only sets it for the strandy particles, not the
others. That's my main problem. How do I force my set on self.Orientation
to be on the original particle IDs?




On Wed, Jul 17, 2013 at 9:28 AM, Ciaran Moloney moloney.cia...@gmail.comwrote:

 I guess I don't understand the problemwhy not do just ID to Location
  strand positions ? It's quick and gives you the array you need right
 away.


 On Wed, Jul 17, 2013 at 1:29 PM, Leonard Koch leonardkoch...@gmail.comwrote:

 Hm somehow my first email didn't get through.
 The trick is to turn the per point data into arrays, use a lot of find in
 array nodes and to calculate the direction vector on the strand particles
 instead of trying to get the strand data from them and then calculating it
 on the other particles.
 Hope this helps.
 Here you can download the scene:
 https://leonard-koch.squarespace.com/s/SeparatingStrandsAndParticlesForAlan.scn
 And here is the image of the ice tree used in the scene





 On Wed, Jul 17, 2013 at 2:07 PM, Christian Keller chris3...@me.comwrote:

 If you clone the points clone the id into a new attribute, then you know
 which particle is the parent. And add a attribute that it's a clone. You
 can use that later to decide not to put orientation values on.
 Build a set from you tangent, whatever values and then you can select
 the corresponding value from that set.

 I'm not in front of a computer right now, but I'll have a quick look at
 it if you don't get it working.

 Chris


 --
 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 17.07.2013 um 12:02 schrieb Ciaran Moloney moloney.cia...@gmail.com
 :

 Maybe you're not getting the right ID to look up the strandpoints on?


 On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 I thought that too, but it's not cutting it. :(

 The do stuff part doesn't get any StrandPosition data for the points
 without strands. (Tried both ID to Location  Point Index to Location.)



 On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney 
 moloney.cia...@gmail.com wrote:

 Point ID to location  get strand positions  do stuff  Set
 Self.Orientation



 Ciaran


 On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman 
 alan.fregt...@gmail.com wrote:

 Hey guys,

 Scratching my head over this...

 So, I have two sets of particles. One is emitted then a second
 particle is born (via Clone Point) and this one gets some strand stuff.
 This one follows the original's motion.

 I wanna align the first particle to the strands' tangent from the
 second particle. I got this working when it was all with one set of
 particle, but now that I separated them, I'm a little lost with the 
 context.

 Getting self.StrandPosition to work out the tangents sets the context
 to per-point and so if I set any data it does it to that original point I
 read the StrandPosition from, therefore I end up affecting my strandy
 particles, not the original.

 Any idea how I can get the StrandPosition from the strandy particles
 and have it so when I set the Orientation I do so on the original first 
 set
 of particles?

 Any help appreciated.
 Cheers,

-- Alan









Re: OT: Pacific Rim

2013-07-17 Thread Ben Houston
So why doesn't RodeoFX have a blog where you can post this in more detail.
:-)
-ben

On Wed, Jul 17, 2013 at 12:12 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Uh-oh! lol

 artofvfx.com has posted an article on our work for *Now You See Me*. You
 can see some nice before  after pics:
 http://www.artofvfx.com/?p=4669

 ** Before:
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03B.jpg
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04B.jpg
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05B.jpg

 ** After:
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03A.jpg
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04A.jpg
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05A.jpg
 (falling ICE money simulations, ICE standing crowds, additional Arnold
 volumetric lights)



 ** Before:
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11B.jpg
 ** After:
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11A.jpg
 (lots of funky motiongraphic cubes driven by ICE particles. not sure if
 the crowd is cg or 2D, I didn't work on that particular shot.)



 On Tue, Jul 16, 2013 at 10:40 PM, Sylvain Lebeau s...@shedmtl.com wrote:

  you better…..

 i know where you live……

 ;-)

 *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 http://www.shedmtl.com/ 
 http://WWW.SHEDMTL.COM http://www.shedmtl.com/

 On Tuesday, 16 July, 2013 at 9:51 AM, Alan Fregtman wrote:

 Believe me, I know. If it was entirely up to me I'd put up lots of cool
 behind the scenes visuals.

 With commercials, it's a piece of cake to take a screenshot and attach to
 an email; if it's aired it's usually fair game and rarely anyone ever
 cares, but when it comes to big name distributors of film,  you have to
 clear everything with lawyers and there's many more bureaucratic layers.

 When it comes out on bluray I'll ask my boss if I can show some
 behind-the-scenes. I can't promise they'll allow it, but I can ask. :p



 On Tue, Jul 16, 2013 at 4:30 AM, Angus Davidson 
 angus.david...@wits.ac.za wrote:

  Hi Alan

  Awesome work.  Just want to let you know that breakdowns like this are
 not only important for other professionals who have this massive shared
 curiosity but it also incredibly important when it comes to our students.
 When we made the decision to move away from Maya to Softimage for our
 teaching we caught quite a bit of flak for the decision. However posts like
 these are really great because we can show just how Softimage is being
 used. We have also just set up our first Arnold render farm and we are very
 excited to see the results we get from two really great pieces of software.

  Kind regards

  Angus

   From: Alan Fregtman alan.fregt...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Monday 15 July 2013 9:07 PM
 To: XSI Mailing List softimage@listproc.autodesk.com
 Subject: OT: Pacific Rim

   Hey guys,

  A lot of people say Softimage doesn't get used much in movies, so I
 personally love to hear stories when it does happen. Therefore, I wanted to
 share some details with you. :)

  I'm the lead rigger at *Rodeo FX*http://rodeofx.com and we did all of
 the interiors of the control pods (the cockpits, that is), including the
 visors, foot actuators  mechanical stilts, some digidoubles, etc.
 (except the holograms/UI graphics that were done by the folks at Hybride.)
 We also had the chance of doing our first organic creature, the brain in
 the lab (which involved a lot of gross ICE deformations), as well as many
 beautiful matte paintings and a couple of helicopters.

  Overall, we did over a hundred shots. CG was done in Softimage and as
 far as I know it was all rendered in our favourite renderer, Arnold! We'd
 still be rendering today if Mentalray had been used. :p We threw countless
 ~8k textures with displacement and stupid amounts of topology, and good ol'
 Arnie performed like a champ.

  The stilts (the leg controls in the cockpit) had anything from 1500 to
 2500 separate meshes and on average about 150 segments (solid groups of
 parts that moved as one.) Once we identified the segments by the end we
 had a rig of Arnold stand-ins with each segment saved as one ass file, and
 low-res geo representing that segment constrained to some part of the rig.
 It then became relatively light to have the standins rigged instead of
 the full raw geo, and it made it quite easy to replace parts or textures
 later in the pipeline during or after animation. (Also caching was a piece
 of cake in this scenario, as we only needed to plot the segment nulls
 instead of thousands of meshes or pointcaching anything.)

  On the brain there was procedural pulsing animation driven by ICE
 deformers. Globules would breathe, a heart-like organ would pump its
 ventricles intermittently and an intestine-like organ flowed with bulges
 travelling along its tract. It was gross and (in my opinion) kind of
 awesome. lol Speaking of 

Re: OT: Pacific Rim

2013-07-17 Thread Eric Thivierge

Not everyone is cool enough to have their own blog Ben. :P


Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On July-17-13 10:25:41 AM, Ben Houston wrote:

So why doesn't RodeoFX have a blog where you can post this in more
detail. :-)
-ben

On Wed, Jul 17, 2013 at 12:12 AM, Alan Fregtman
alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com wrote:

Uh-oh! lol

artofvfx.com http://artofvfx.com has posted an article on our
work for */Now You See Me/*. You can see some nice before  after
pics:
http://www.artofvfx.com/?p=4669

** Before:
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03B.jpg
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04B.jpg
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05B.jpg

** After:
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03A.jpg
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04A.jpg
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05A.jpg
(falling ICE money simulations, ICE standing crowds, additional
Arnold volumetric lights)



** Before:
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11B.jpg
** After:
http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11A.jpg
(lots of funky motiongraphic cubes driven by ICE particles. not
sure if the crowd is cg or 2D, I didn't work on that particular shot.)



On Tue, Jul 16, 2013 at 10:40 PM, Sylvain Lebeau s...@shedmtl.com
mailto:s...@shedmtl.com wrote:

you better…..

i know where you live……

;-)

*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555 F 514 849-5025WWW.SHEDMTL.COM
http://www.shedmtl.com/ http://WWW.SHEDMTL.COM
http://www.shedmtl.com/

On Tuesday, 16 July, 2013 at 9:51 AM, Alan Fregtman wrote:


Believe me, I know. If it was entirely up to me I'd put up
lots of cool behind the scenes visuals.

With commercials, it's a piece of cake to take a screenshot
and attach to an email; if it's aired it's usually fair game
and rarely anyone ever cares, but when it comes to big name
distributors of film,  you have to clear everything with
lawyers and there's many more bureaucratic layers.

When it comes out on bluray I'll ask my boss if I can show
some behind-the-scenes. I can't promise they'll allow it, but
I can ask. :p



On Tue, Jul 16, 2013 at 4:30 AM, Angus Davidson
angus.david...@wits.ac.za
mailto:angus.david...@wits.ac.za wrote:

Hi Alan

Awesome work.  Just want to let you know that breakdowns
like this are not only important for other professionals who
have this massive shared curiosity but it also incredibly
important when it comes to our students. When we made the
decision to move away from Maya to Softimage for our
teaching we caught quite a bit of flak for the decision.
However posts like these are really great because we can
show just how Softimage is being used. We have also just set
up our first Arnold render farm and we are very excited to
see the results we get from two really great pieces of software.

Kind regards

Angus

From: Alan Fregtman alan.fregt...@gmail.com
mailto:alan.fregt...@gmail.com
Reply-To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Date: Monday 15 July 2013 9:07 PM
To: XSI Mailing List softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: OT: Pacific Rim

Hey guys,

A lot of people say Softimage doesn't get used much in
movies, so I personally love to hear stories when it does
happen. Therefore, I wanted to share some details with you. :)

I'm the lead rigger at /Rodeo FX/http://rodeofx.com and we
did all of the interiors of the control pods (the cockpits,
that is), including the visors, foot actuators  mechanical
stilts, some digidoubles, etc. (except the holograms/UI
graphics that were done by the folks at Hybride.) We also
had the chance of doing our first organic creature, the
brain in the lab (which involved a lot of gross ICE
deformations), as well as many beautiful matte paintings and
a couple of helicopters.

Overall, we did over a hundred shots. CG was done in
Softimage and as far as I know it was all rendered in our
favourite renderer, Arnold! We'd still be rendering today if
Mentalray had been used. :p We threw countless ~8k textures
with displacement and stupid amounts of topology, and good
ol' Arnie performed like a champ.

The stilts (the leg controls in the cockpit) had anything
  

crowdFX and orientation

2013-07-17 Thread Alex Dorman
Hi List

I had a quick question about setting orientation in crowdFX in softimage
2013

I have a simple stadium crowd which I can set a custom emit orientation on
thorough the initialize stadium compound, but I want all the characters to
face looking into the center of the stadium ideally using a null position
as the center.

I have tried using a crowd look at constraint but I can only seem to access
certain parts of there body with this approach rather than there whole body
and it also seems to give unexpected behavior to their animation as well.


Any ideas would be great.

Thanks.

Alex.


Re: OT: Pacific Rim

2013-07-17 Thread Alan Fregtman
Hehe, I wish! I'll suggest it though.

In the meantime, there's a handful of social profiles:
https://www.facebook.com/rodeofxhttps://www.facebook.com/rodeofx?rf=159524600749192
https://vimeo.com/rodeofx
http://www.youtube.com/user/RodeoVFX/videos
http://www.behance.net/RodeoFX
https://plus.google.com/106443376038511688221/posts
http://pinterest.com/rodeofx/



On Wed, Jul 17, 2013 at 10:25 AM, Ben Houston b...@exocortex.com wrote:

 So why doesn't RodeoFX have a blog where you can post this in more detail.
 :-)
 -ben


 On Wed, Jul 17, 2013 at 12:12 AM, Alan Fregtman 
 alan.fregt...@gmail.comwrote:

 Uh-oh! lol

 artofvfx.com has posted an article on our work for *Now You See Me*. You
 can see some nice before  after pics:
 http://www.artofvfx.com/?p=4669

 ** Before:
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03B.jpg
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04B.jpg
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05B.jpg

 ** After:
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_03A.jpg
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_04A.jpg
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_05A.jpg
 (falling ICE money simulations, ICE standing crowds, additional Arnold
 volumetric lights)



 ** Before:
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11B.jpg
 ** After:
 http://www.artofvfx.com/NOW/NOW_RODEOFX_VFX_11A.jpg
 (lots of funky motiongraphic cubes driven by ICE particles. not sure if
 the crowd is cg or 2D, I didn't work on that particular shot.)



 On Tue, Jul 16, 2013 at 10:40 PM, Sylvain Lebeau s...@shedmtl.com wrote:

  you better…..

 i know where you live……

 ;-)

 *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 http://www.shedmtl.com/
  http://WWW.SHEDMTL.COM http://www.shedmtl.com/

 On Tuesday, 16 July, 2013 at 9:51 AM, Alan Fregtman wrote:

 Believe me, I know. If it was entirely up to me I'd put up lots of cool
 behind the scenes visuals.

 With commercials, it's a piece of cake to take a screenshot and attach
 to an email; if it's aired it's usually fair game and rarely anyone ever
 cares, but when it comes to big name distributors of film,  you have to
 clear everything with lawyers and there's many more bureaucratic layers.

 When it comes out on bluray I'll ask my boss if I can show some
 behind-the-scenes. I can't promise they'll allow it, but I can ask. :p



 On Tue, Jul 16, 2013 at 4:30 AM, Angus Davidson 
 angus.david...@wits.ac.za wrote:

  Hi Alan

  Awesome work.  Just want to let you know that breakdowns like this are
 not only important for other professionals who have this massive shared
 curiosity but it also incredibly important when it comes to our students.
 When we made the decision to move away from Maya to Softimage for our
 teaching we caught quite a bit of flak for the decision. However posts like
 these are really great because we can show just how Softimage is being
 used. We have also just set up our first Arnold render farm and we are very
 excited to see the results we get from two really great pieces of software.

  Kind regards

  Angus

   From: Alan Fregtman alan.fregt...@gmail.com
 Reply-To: softimage@listproc.autodesk.com 
 softimage@listproc.autodesk.com
 Date: Monday 15 July 2013 9:07 PM
 To: XSI Mailing List softimage@listproc.autodesk.com
 Subject: OT: Pacific Rim

   Hey guys,

  A lot of people say Softimage doesn't get used much in movies, so I
 personally love to hear stories when it does happen. Therefore, I wanted to
 share some details with you. :)

  I'm the lead rigger at *Rodeo FX*http://rodeofx.com and we did all of
 the interiors of the control pods (the cockpits, that is), including the
 visors, foot actuators  mechanical stilts, some digidoubles, etc.
 (except the holograms/UI graphics that were done by the folks at Hybride.)
 We also had the chance of doing our first organic creature, the brain
 in the lab (which involved a lot of gross ICE deformations), as well as 
 many
 beautiful matte paintings and a couple of helicopters.

  Overall, we did over a hundred shots. CG was done in Softimage and as
 far as I know it was all rendered in our favourite renderer, Arnold! We'd
 still be rendering today if Mentalray had been used. :p We threw countless
 ~8k textures with displacement and stupid amounts of topology, and good ol'
 Arnie performed like a champ.

  The stilts (the leg controls in the cockpit) had anything from 1500 to
 2500 separate meshes and on average about 150 segments (solid groups of
 parts that moved as one.) Once we identified the segments by the end we
 had a rig of Arnold stand-ins with each segment saved as one ass file, and
 low-res geo representing that segment constrained to some part of the rig.
 It then became relatively light to have the standins rigged instead of
 the full raw geo, and it made it quite easy to replace parts or textures
 later in the pipeline during or after animation. (Also caching was a 

Maths problem (barycentric coordinates)

2013-07-17 Thread paul
Hi, I have spent days on this and I cant work it out
I have a selection of points (not on a flat plane) and I have a test position.
It returns an array that represents the weighting, related to the proximity to 
the other points.
I want to have it so that when the test position is directly at a point, the 
value for that point in the array = 1
and the rest will be zero
as the test point moves around the area it interpolates these values, but they 
always add up to 1
It sounds really easy, but I’ve been literally* tearing my hair out over this 
for days.
Ive managed to get barycentric interpolation working for a flat plane, and only 
3 points, but I need it to accept multiple points in 3d space.
Please help. I’m going bonkers over this
Paul
*(not really literally) 

CrowdFX Define Move questions

2013-07-17 Thread Sandy Sutherland

Hi All,

Am deep in crowdFX world and generally loving it - quite impressed with 
it.  A couple of questions if I may-


1.  Is it possible to put more than one action into a define move node?  
I am trying trot - run - faster run, when I do this, the middle action 
does not work correctly it seems to lose cycles (some of these actions 
are several cycles long, not just one exact cycle) - if I change it to 
two, and have trot - run - then the run works as expected.


2. Is it possible to change the speed at which crowdfx blends in the 
motions included in the define move setup - I see in the legacy stuff 
you were able to change this speed setting, but I cannot find it now?  I 
am asking as my current trot would be nice if it held a tad longer.  I 
am guessing if I speed it up a little it might work - i.e. the action as 
I am guessing the reason that the original options were removed was the 
system now thinks it is clever enough to make the switch when the actor 
gets to the speed that the action was at anyway?


3. Is there anything that I can use to flag turning?  i.e. would love a 
default attribute that I could use to trigger a lean or something like that?


Thanks

Sandy


RE: Setting data on a particle based off data from another particle in the same cloud

2013-07-17 Thread Grahame Fuller
It would be easier to do this with two separate clouds. If you clone the first 
cloud's points on emission, then the creation order and therefore the point 
indices will be the same so you can use Switch Context. You can set the cloned 
particles' size to 0 if you want to hide them and then trigger them some time 
after emission.

Otherwise...

1. Store the ID as a custom attribute, say ParentID, before cloning. This will 
get cloned and establishes a correspondence between parent and child.

2. Clone.

3. Use Build Array from Set to put ParentID into an array. Find the parent's 
ParentID in the array. You should get an array with two indices, the one that 
isn't the parent is the cloned child (safe to say it will be the second one).

4. . Use Build Array from Set again to put the tangents into an array. Use the 
child's index to get the tangent you want.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Alan Fregtman
Sent: Wednesday, July 17, 2013 9:45 AM
To: XSI Mailing List
Subject: Re: Setting data on a particle based off data from another particle in 
the same cloud

@ Julian  Leonard,
Thank you guys. I will check your scenes and explanations when I get home later.

@Ciaran,
It does, but only so for the particles with strands. Particles without strands 
get filtered out of the logic. So even though I can work out the orientation I 
need from the location StrandPosition's, when I set self.Orientation, it only 
sets it for the strandy particles, not the others. That's my main problem. How 
do I force my set on self.Orientation to be on the original particle IDs?



On Wed, Jul 17, 2013 at 9:28 AM, Ciaran Moloney 
moloney.cia...@gmail.commailto:moloney.cia...@gmail.com wrote:
I guess I don't understand the problemwhy not do just ID to Location  
strand positions ? It's quick and gives you the array you need right away.

On Wed, Jul 17, 2013 at 1:29 PM, Leonard Koch 
leonardkoch...@gmail.commailto:leonardkoch...@gmail.com wrote:
Hm somehow my first email didn't get through.
The trick is to turn the per point data into arrays, use a lot of find in array 
nodes and to calculate the direction vector on the strand particles instead of 
trying to get the strand data from them and then calculating it on the other 
particles.
Hope this helps.
Here you can download the scene: 
https://leonard-koch.squarespace.com/s/SeparatingStrandsAndParticlesForAlan.scn
And here is the image of the ice tree used in the scene


On Wed, Jul 17, 2013 at 2:07 PM, Christian Keller 
chris3...@me.commailto:chris3...@me.com wrote:
If you clone the points clone the id into a new attribute, then you know which 
particle is the parent. And add a attribute that it's a clone. You can use that 
later to decide not to put orientation values on.
Build a set from you tangent, whatever values and then you can select the 
corresponding value from that set.

I'm not in front of a computer right now, but I'll have a quick look at it if 
you don't get it working.

Chris

--
christian keller
visual effects|direction

m +49 179 69 36 248tel:%2B49%20179%2069%2036%20248
f +49 40 386 835 33tel:%2B49%2040%20386%20835%2033
chris3...@me.commailto:chris3...@me.com

gesendet von meinem iDing

Am 17.07.2013 um 12:02 schrieb Ciaran Moloney 
moloney.cia...@gmail.commailto:moloney.cia...@gmail.com:
Maybe you're not getting the right ID to look up the strandpoints on?

On Wed, Jul 17, 2013 at 2:34 AM, Alan Fregtman 
alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote:
I thought that too, but it's not cutting it. :(

The do stuff part doesn't get any StrandPosition data for the points without 
strands. (Tried both ID to Location  Point Index to Location.)


On Tue, Jul 16, 2013 at 9:27 PM, Ciaran Moloney 
moloney.cia...@gmail.commailto:moloney.cia...@gmail.com wrote:
Point ID to location  get strand positions  do stuff  Set Self.Orientation



Ciaran

On Wed, Jul 17, 2013 at 1:54 AM, Alan Fregtman 
alan.fregt...@gmail.commailto:alan.fregt...@gmail.com wrote:
Hey guys,

Scratching my head over this...

So, I have two sets of particles. One is emitted then a second particle is born 
(via Clone Point) and this one gets some strand stuff. This one follows the 
original's motion.

I wanna align the first particle to the strands' tangent from the second 
particle. I got this working when it was all with one set of particle, but now 
that I separated them, I'm a little lost with the context.

Getting self.StrandPosition to work out the tangents sets the context to 
per-point and so if I set any data it does it to that original point I read the 
StrandPosition from, therefore I end up affecting my strandy particles, not the 
original.

Any idea how I can get the StrandPosition from the strandy particles and have 
it so when I set the Orientation I do so on the original first set of particles?

Any help appreciated.
Cheers,

   -- Alan







attachment: winmail.dat

set data

2013-07-17 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Is there any way to make a set data node ignore a parameter that does not exist 
because the object it belongs to might not exist?

I've tried using first valid but it can't accept execute. I then tried an if 
conditional  to terminate the execute channel as an option but it does not 
appear to be able to ignore execute whether on or off.



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



Re: Maths problem (barycentric coordinates)

2013-07-17 Thread Ben Houston
So barycoords for a triangle works well and I believe there are tons
of references on the web for this.  Barycoordinates for polygons is a
bit more problematic because they are no longer linear but rather
polynomials and thus harder to calculate.  I'd stick with triangles
and then all those web references should work well.

Is your problem calculating them from points?

Basically this is a great guide:

http://en.wikipedia.org/wiki/Barycentric_coordinate_system

-ben


On Wed, Jul 17, 2013 at 11:38 AM,  p...@bustykelp.com wrote:
 Hi, I have spent days on this and I cant work it out

 I have a selection of points (not on a flat plane) and I have a test
 position.
 It returns an array that represents the weighting, related to the proximity
 to the other points.

 I want to have it so that when the test position is directly at a point, the
 value for that point in the array = 1
 and the rest will be zero
 as the test point moves around the area it interpolates these values, but
 they always add up to 1

 It sounds really easy, but I’ve been literally* tearing my hair out over
 this for days.

 Ive managed to get barycentric interpolation working for a flat plane, and
 only 3 points, but I need it to accept multiple points in 3d space.

 Please help. I’m going bonkers over this

 Paul

 *(not really literally)



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



Re: Maths problem (barycentric coordinates)

2013-07-17 Thread David Barosin
If you can chew through the greek notation this is helpful.
http://en.wikipedia.org/wiki/Inverse_distance_weighting




On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote:

   Hi, I have spent days on this and I cant work it out

  I have a selection of points (not on a flat plane) and I have a test
 position.
  It returns an array that represents the weighting, related to the
 proximity to the other points.

  I want to have it so that when the test position is directly at a point,
 the value for that point in the array = 1
  and the rest will be zero
  as the test point moves around the area it interpolates these values,
 but they always add up to 1

  It sounds really easy, but I’ve been literally* tearing my hair out over
 this for days.

  Ive managed to get barycentric interpolation working for a flat plane,
 and only 3 points, but I need it to accept multiple points in 3d space.

  Please help. I’m going bonkers over this

  Paul

  *(not really literally)



RE: set data

2013-07-17 Thread Grahame Fuller
No, the references must get resolved before the tree is even evaluated.

Can you say anything more about the overall problem you are trying to solve? 
There may be another way.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Wednesday, July 17, 2013 12:05 PM
To: softimage@listproc.autodesk.com
Subject: set data

Is there any way to make a set data node ignore a parameter that does not exist 
because the object it belongs to might not exist?

I've tried using first valid but it can't accept execute. I then tried an if 
conditional  to terminate the execute channel as an option but it does not 
appear to be able to ignore execute whether on or off.



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

attachment: winmail.dat

blend of speed using test inside null

2013-07-17 Thread Jonny Grew
Hello!

I'm trying to control a blend of speed when using flow along curve.  I'm
using the 'set new speed' and then testing inside null to alter the speed
of the particles - but is there a way of having the speed animate between
the two speeds rather than being a black and white 'if' but rather blend
between the two over a specified distance or number of frames?

Was looking at using the blend node with weights along the curve but I'm
unsure as to how I can get the data out to use in the way that I want to.

Any advise much appreciated
Yours ignorantly
Jonny
*
*


Janimation | Alien Rage Cinematic

2013-07-17 Thread Greg Punchatz
This was released last week and I thought I should share. The 
compression is kinda nasty but here you go..


http://www.youtube.com/watch?v=fFx8ONhq95o

The opening shot was two main passes the asteroid and everything on it 
and the galaxy plus FX passes. There is a crazy amount of geo and lights 
and Arnold tore it up.


The project was a stop and start project a new CD from the game 
company joined the team half way thru.. We worked on it for six months 
off and on averaging three to four people working on it at any given 
time. I think there was about 8 or 9 of us who worked on the production 
in total.


Some of the peeps that worked on it include

Greg Punchatz- CG Sup and CD on the janimation side
Steve Palaia- Senior Generalist and compositor
Mitchell Lotierzo- Senior TD
Dave Sisk - Senior FX
Julia Bacak- Animation
Jason Stambollian-  Freelance Fx
Rares Halmagean-  Freelance Textures and Modeling

Thanks to the team here who went above and beyond!


--

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760
www.janimation.com http://www.janimation.com


Re: blend of speed using test inside null

2013-07-17 Thread Cristobal Infante
Hi Jonny,

What you probably want to do is use states, so trigger state 1 if particle
is inside the null.

Then, on state 1 you could use a Linear interpolate using the particle age
or age percentage.

Safe?

C


On 17 July 2013 17:13, Jonny Grew jonny.g...@gmail.com wrote:

 Hello!

 I'm trying to control a blend of speed when using flow along curve.  I'm
 using the 'set new speed' and then testing inside null to alter the speed
 of the particles - but is there a way of having the speed animate between
 the two speeds rather than being a black and white 'if' but rather blend
 between the two over a specified distance or number of frames?

 Was looking at using the blend node with weights along the curve but I'm
 unsure as to how I can get the data out to use in the way that I want to.

 Any advise much appreciated
 Yours ignorantly
  Jonny
 *
 *



Re: Maths problem (barycentric coordinates)

2013-07-17 Thread Paul
I have been googling all I can find trying to understand the maths notation but 
its not my forte and I've not found anything that does exactly what I want. I 
was hoping someone cleverer than i might take pity on me and provide an idiot 
proof explanation.  

On 17 Jul 2013, at 17:07, David Barosin dbaro...@gmail.com wrote:

 If you can chew through the greek notation this is helpful.  
 http://en.wikipedia.org/wiki/Inverse_distance_weighting
 
 
 
 
 On Wed, Jul 17, 2013 at 11:38 AM, p...@bustykelp.com wrote:
 Hi, I have spent days on this and I cant work it out
  
 I have a selection of points (not on a flat plane) and I have a test 
 position.
 It returns an array that represents the weighting, related to the proximity 
 to the other points.
  
 I want to have it so that when the test position is directly at a point, the 
 value for that point in the array = 1
 and the rest will be zero
 as the test point moves around the area it interpolates these values, but 
 they always add up to 1
  
 It sounds really easy, but I’ve been literally* tearing my hair out over 
 this for days.
  
 Ive managed to get barycentric interpolation working for a flat plane, and 
 only 3 points, but I need it to accept multiple points in 3d space.
  
 Please help. I’m going bonkers over this
  
 Paul
  
 *(not really literally)
 


Re: Janimation | Alien Rage Cinematic

2013-07-17 Thread Alan Fregtman
Great work, guys!

Rendered in Arnold?



On Wed, Jul 17, 2013 at 12:26 PM, Greg Punchatz g...@janimation.com wrote:

  This was released last week and I thought I should share. The compression
 is kinda nasty but here you go..

 http://www.youtube.com/watch?v=fFx8ONhq95o

 The opening shot was two main passes the asteroid and everything on it and
 the galaxy plus FX passes. There is a crazy amount of geo and lights and
 Arnold tore it up.

 The project was a stop and start project a new CD from the game
 company joined the team half way thru.. We worked on it for six months off
 and on averaging three to four people working on it at any given time. I
 think there was about 8 or 9 of us who worked on the production in total.

 Some of the peeps that worked on it include

 Greg Punchatz- CG Sup and CD on the janimation side
 Steve Palaia- Senior Generalist and compositor
 Mitchell Lotierzo- Senior TD
 Dave Sisk - Senior FX
 Julia Bacak- Animation
 Jason Stambollian-  Freelance Fx
 Rares Halmagean-  Freelance Textures and Modeling

 Thanks to the team here who went above and beyond!


 --
  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com



Re: Maths problem (barycentric coordinates)

2013-07-17 Thread Ben Houston
BTW here is our code for calculating barycoordinates from points and
creating points from barycoordinates:

templateclass T
class Triangle3 {
public:
Vec3T a;
Vec3T b;
Vec3T c;

Matrix44T getPointToBarycoordMatrix() const;
Matrix44T getBarycoordToPointMatrix() const;
};

templateclass T
inline Matrix44T Triangle3T::getPointToBarycoordMatrix() const {
M44x pointToBarycoordMatrix;
bool success = inverseSafe( pointToBarycoordMatrix,
getBarycoordToPointMatrix() );
if( ! success ) {
T oneThird = ((T)1.0)/((T)3.0);
//Vec3T center = ( a + b + c ) * oneThird;
return Matrix44T(
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
oneThird, oneThird, oneThird, 0);
}
return pointToBarycoordMatrix;
}

templateclass T
inline Matrix44T Triangle3T::getBarycoordToPointMatrix() const {
Vec3T n = normal();
return Matrix44T(
a[0], a[1], a[2], 1,
b[0], b[1], b[2], 1,
c[0], c[1], c[2], 1,
n[0], n[1], n[2], 0);
}

And this you just multiple your point by the pointToBarycoordMatrix
matrix to get barycoords.  And if you have barycoordinates, multiply
it by getBarycoordToPointMatrix() to get your point.

We are using 4 coordinate barycoordinates where the fourth element is
the distance from the triangle plane in the normal direction.  Just
set it to zero and you should be fine.  The above can be converted to
Softimage Matrix types pretty easily.  Probably could be added to the
Softimage SDK as well if it isn't already there.

Best regards,
-ben


On Wed, Jul 17, 2013 at 12:04 PM, Ben Houston b...@exocortex.com wrote:
 So barycoords for a triangle works well and I believe there are tons
 of references on the web for this.  Barycoordinates for polygons is a
 bit more problematic because they are no longer linear but rather
 polynomials and thus harder to calculate.  I'd stick with triangles
 and then all those web references should work well.

 Is your problem calculating them from points?

 Basically this is a great guide:

 http://en.wikipedia.org/wiki/Barycentric_coordinate_system

 -ben


 On Wed, Jul 17, 2013 at 11:38 AM,  p...@bustykelp.com wrote:
 Hi, I have spent days on this and I cant work it out

 I have a selection of points (not on a flat plane) and I have a test
 position.
 It returns an array that represents the weighting, related to the proximity
 to the other points.

 I want to have it so that when the test position is directly at a point, the
 value for that point in the array = 1
 and the rest will be zero
 as the test point moves around the area it interpolates these values, but
 they always add up to 1

 It sounds really easy, but I’ve been literally* tearing my hair out over
 this for days.

 Ive managed to get barycentric interpolation working for a flat plane, and
 only 3 points, but I need it to accept multiple points in 3d space.

 Please help. I’m going bonkers over this

 Paul

 *(not really literally)



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



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



Re: Janimation | Alien Rage Cinematic

2013-07-17 Thread Mitchell Lotierzo
Yup. MR was used for the volumes and emRPC was used for some of the several
passes that make up the spiraling galaxy.


On Wed, Jul 17, 2013 at 11:57 AM, Alan Fregtman alan.fregt...@gmail.comwrote:

 Great work, guys!

 Rendered in Arnold?



 On Wed, Jul 17, 2013 at 12:26 PM, Greg Punchatz g...@janimation.comwrote:

  This was released last week and I thought I should share. The
 compression is kinda nasty but here you go..

 http://www.youtube.com/watch?v=fFx8ONhq95o

 The opening shot was two main passes the asteroid and everything on it
 and the galaxy plus FX passes. There is a crazy amount of geo and lights
 and Arnold tore it up.

 The project was a stop and start project a new CD from the game
 company joined the team half way thru.. We worked on it for six months off
 and on averaging three to four people working on it at any given time. I
 think there was about 8 or 9 of us who worked on the production in total.

 Some of the peeps that worked on it include

 Greg Punchatz- CG Sup and CD on the janimation side
 Steve Palaia- Senior Generalist and compositor
 Mitchell Lotierzo- Senior TD
 Dave Sisk - Senior FX
 Julia Bacak- Animation
 Jason Stambollian-  Freelance Fx
 Rares Halmagean-  Freelance Textures and Modeling

 Thanks to the team here who went above and beyond!


 --
  --
 *Greg Punchatz*
  *Sr. Creative Director*
 Janimation
 214.823.7760
 www.janimation.com





Re: [SDK] Force ICE-Tree refresh

2013-07-17 Thread Ciaran Moloney
Did you try Desktop.RedrawUI() ?  Will probably want to have a OGL window
open somewhere...


Ciaran

On Mon, Jul 15, 2013 at 11:54 PM, Vincent Ullmann 
vincent.ullm...@googlemail.com wrote:

  @Sandy:
 Hmm... i kind a dont like the Mixer...  ;-)
 But i will give him a try tomorrow, for the caching

 @Alan:
 Yes, i tried a if-node and that worked, but it doesnt seemed like the best
 Solution. :-)
 Becouse i had to modify the tree.


 Image, you have a Brush-like-Custom-Tool, to modify Particle-Colors. In
 that Case you need interactive Feedback, and dont want to change to much.
 I tried commands like the ResetObject(), but i didnt worked





 Am 15.07.2013 23:14, schrieb Alan Fregtman:

 Putting in an If node and toggling the condition value couldn't force a
 refresh?



 On Mon, Jul 15, 2013 at 4:54 PM, Vincent Ullmann 
 vincent.ullm...@googlemail.com wrote:

 Hey List,

 Iam looking for a way to reset/reEvaluate a ICE-Tree.
 There are currently two examples were i need this.

 1.)
 I have a Render-Scene with some Point-Clouds reading a single
 icecache-file.
 When i change the icecache-file on the Disk, my PointCloud wont update,
 until i reOpen the Scene or change the Frame-Input on the Cache-on-File-Node

 2.)
 I startet to write a Custom-Tool, wich uses the nice new Feature in 2014
 to directly write ICE-Attributes. Everything is working write now. So i can
 change a Attribute via a Python_Script or Cpp-Tool, but the Changes are
 only visible if i somehow force an Update (eg. Change something else in my
 ICETree)

 I think this should be possible, but had no succes so far.






RE: set data

2013-07-17 Thread Grahame Fuller
You can create a compound that just calculates the value, and then let users 
plug that into a Set Data themselves or alternatively create a second compound 
that embeds the first one plus a Set Data. I've used that approach several 
times. Of course, it won't work if the calculation requires an iterative 
execution (like the curve distance/location compounds).

Another possibility is to have output ports for both the value and the set data 
execution. The display compounds in the Debugging category are designed like 
that.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, Joseph 
G. (LARC-E1A)[LITES]
Sent: Wednesday, July 17, 2013 12:48 PM
To: softimage@listproc.autodesk.com
Subject: RE: set data

I have a compound that I would like to be used to either apply a computed value 
to a parameter, or alternatively a value to other compounds. I was trying to 
make the compound do double duty as something useful as a standalone node vs a 
node useful to a larger tree.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Wednesday, July 17, 2013 12:11 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: set data

No, the references must get resolved before the tree is even evaluated.

Can you say anything more about the overall problem you are trying to solve? 
There may be another way.

gray

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Wednesday, July 17, 2013 12:05 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: set data

Is there any way to make a set data node ignore a parameter that does not exist 
because the object it belongs to might not exist?

I've tried using first valid but it can't accept execute. I then tried an if 
conditional  to terminate the execute channel as an option but it does not 
appear to be able to ignore execute whether on or off.



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

attachment: winmail.dat

Re: Maths problem (barycentric coordinates)

2013-07-17 Thread Alok Gandhi
You can have a look at my blog post:
http://alokgandhi.com/blog/2012/05/28/barycentric-coordinates-and-the-magic-of-locations/


On Wed, Jul 17, 2013 at 12:58 PM, Ben Houston b...@exocortex.com wrote:

 BTW here is our code for calculating barycoordinates from points and
 creating points from barycoordinates:

 templateclass T
 class Triangle3 {
 public:
 Vec3T a;
 Vec3T b;
 Vec3T c;

 Matrix44T getPointToBarycoordMatrix() const;
 Matrix44T getBarycoordToPointMatrix() const;
 };

 templateclass T
 inline Matrix44T Triangle3T::getPointToBarycoordMatrix() const {
 M44x pointToBarycoordMatrix;
 bool success = inverseSafe( pointToBarycoordMatrix,
 getBarycoordToPointMatrix() );
 if( ! success ) {
 T oneThird = ((T)1.0)/((T)3.0);
 //Vec3T center = ( a + b + c ) * oneThird;
 return Matrix44T(
 0, 0, 0, 0,
 0, 0, 0, 0,
 0, 0, 0, 0,
 oneThird, oneThird, oneThird, 0);
 }
 return pointToBarycoordMatrix;
 }

 templateclass T
 inline Matrix44T Triangle3T::getBarycoordToPointMatrix() const {
 Vec3T n = normal();
 return Matrix44T(
 a[0], a[1], a[2], 1,
 b[0], b[1], b[2], 1,
 c[0], c[1], c[2], 1,
 n[0], n[1], n[2], 0);
 }

 And this you just multiple your point by the pointToBarycoordMatrix
 matrix to get barycoords.  And if you have barycoordinates, multiply
 it by getBarycoordToPointMatrix() to get your point.

 We are using 4 coordinate barycoordinates where the fourth element is
 the distance from the triangle plane in the normal direction.  Just
 set it to zero and you should be fine.  The above can be converted to
 Softimage Matrix types pretty easily.  Probably could be added to the
 Softimage SDK as well if it isn't already there.

 Best regards,
 -ben


 On Wed, Jul 17, 2013 at 12:04 PM, Ben Houston b...@exocortex.com wrote:
  So barycoords for a triangle works well and I believe there are tons
  of references on the web for this.  Barycoordinates for polygons is a
  bit more problematic because they are no longer linear but rather
  polynomials and thus harder to calculate.  I'd stick with triangles
  and then all those web references should work well.
 
  Is your problem calculating them from points?
 
  Basically this is a great guide:
 
  http://en.wikipedia.org/wiki/Barycentric_coordinate_system
 
  -ben
 
 
  On Wed, Jul 17, 2013 at 11:38 AM,  p...@bustykelp.com wrote:
  Hi, I have spent days on this and I cant work it out
 
  I have a selection of points (not on a flat plane) and I have a test
  position.
  It returns an array that represents the weighting, related to the
 proximity
  to the other points.
 
  I want to have it so that when the test position is directly at a
 point, the
  value for that point in the array = 1
  and the rest will be zero
  as the test point moves around the area it interpolates these values,
 but
  they always add up to 1
 
  It sounds really easy, but I’ve been literally* tearing my hair out over
  this for days.
 
  Ive managed to get barycentric interpolation working for a flat plane,
 and
  only 3 points, but I need it to accept multiple points in 3d space.
 
  Please help. I’m going bonkers over this
 
  Paul
 
  *(not really literally)
 
 
 
  --
  Best regards,
  Ben Houston
  Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
  http://Exocortex.com - Passionate CG Software Professionals.



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




--


RE: set data

2013-07-17 Thread Ponthieux, Joseph G. (LARC-E1A)[LITES]
Grahame,

Thanks. I'll try these approaches.

I think the thing that confuses me is that I've used If conditionals to mute 
compounds before, and they've worked. But in this case it won't.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Wednesday, July 17, 2013 1:44 PM
To: softimage@listproc.autodesk.com
Subject: RE: set data

You can create a compound that just calculates the value, and then let users 
plug that into a Set Data themselves or alternatively create a second compound 
that embeds the first one plus a Set Data. I've used that approach several 
times. Of course, it won't work if the calculation requires an iterative 
execution (like the curve distance/location compounds).

Another possibility is to have output ports for both the value and the set data 
execution. The display compounds in the Debugging category are designed like 
that.

gray

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Wednesday, July 17, 2013 12:48 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: set data

I have a compound that I would like to be used to either apply a computed value 
to a parameter, or alternatively a value to other compounds. I was trying to 
make the compound do double duty as something useful as a standalone node vs a 
node useful to a larger tree.

--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Grahame Fuller
Sent: Wednesday, July 17, 2013 12:11 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: RE: set data

No, the references must get resolved before the tree is even evaluated.

Can you say anything more about the overall problem you are trying to solve? 
There may be another way.

gray

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ponthieux, 
Joseph G. (LARC-E1A)[LITES]
Sent: Wednesday, July 17, 2013 12:05 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: set data

Is there any way to make a set data node ignore a parameter that does not exist 
because the object it belongs to might not exist?

I've tried using first valid but it can't accept execute. I then tried an if 
conditional  to terminate the execute channel as an option but it does not 
appear to be able to ignore execute whether on or off.



--
Joey Ponthieux
LaRC Information Technology Enhanced Services (LITES)
Mymic Technical Services
NASA Langley Research Center
__
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.



RE: Maths problem (barycentric coordinates)

2013-07-17 Thread Grahame Fuller
Translated from the Greek:

1. Calculate the distance from the test position to each of your selected 
points.

2. If one of the distances is 0, stop. The corresponding coordinate is 1, the 
others are 0.

3. Otherwise for each of the distances, calculate 1/distance, or 1/distance^2, 
or 1/distance^3, or ... .

4. Normalize the values above. In other words, get their sum and for each value 
calculate value/sum.

Ta da!

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Paul
Sent: Wednesday, July 17, 2013 12:52 PM
To: softimage@listproc.autodesk.com
Subject: Re: Maths problem (barycentric coordinates)

I have been googling all I can find trying to understand the maths notation but 
its not my forte and I've not found anything that does exactly what I want. I 
was hoping someone cleverer than i might take pity on me and provide an idiot 
proof explanation.

On 17 Jul 2013, at 17:07, David Barosin 
dbaro...@gmail.commailto:dbaro...@gmail.com wrote:
If you can chew through the greek notation this is helpful.  
http://en.wikipedia.org/wiki/Inverse_distance_weighting


On Wed, Jul 17, 2013 at 11:38 AM, 
p...@bustykelp.commailto:p...@bustykelp.com wrote:
Hi, I have spent days on this and I cant work it out

I have a selection of points (not on a flat plane) and I have a test position.
It returns an array that represents the weighting, related to the proximity to 
the other points.

I want to have it so that when the test position is directly at a point, the 
value for that point in the array = 1
and the rest will be zero
as the test point moves around the area it interpolates these values, but they 
always add up to 1

It sounds really easy, but I’ve been literally* tearing my hair out over this 
for days.

Ive managed to get barycentric interpolation working for a flat plane, and only 
3 points, but I need it to accept multiple points in 3d space.

Please help. I’m going bonkers over this

Paul

*(not really literally)

attachment: winmail.dat

Re: Maths problem (barycentric coordinates)

2013-07-17 Thread Vladimir Jankijevic
something we recorded last year while I was in NY:
https://vimeo.com/44951318
maybe this helps :)

Cheers
Vladimir


On Wed, Jul 17, 2013 at 2:05 PM, Vincent Ullmann 
vincent.ullm...@googlemail.com wrote:

  Quote Paul:

 {
 Ive managed to get barycentric interpolation working for a flat plane,
 and only 3 points, but I need it to accept multiple points in 3d space.
 }

 Not sure if this helps, but some time ago i made a ICE-Compound for
 calulating barycentric-Coordinates, based on 3 3D-Vectors.
 Dont know if my formula was correct ;-)


 Am 17.07.2013 19:47, schrieb Alok Gandhi:

 You can have a look at my blog post:

 http://alokgandhi.com/blog/2012/05/28/barycentric-coordinates-and-the-magic-of-locations/


 On Wed, Jul 17, 2013 at 12:58 PM, Ben Houston b...@exocortex.com wrote:

 BTW here is our code for calculating barycoordinates from points and
 creating points from barycoordinates:

 templateclass T
 class Triangle3 {
 public:
 Vec3T a;
 Vec3T b;
 Vec3T c;

 Matrix44T getPointToBarycoordMatrix() const;
 Matrix44T getBarycoordToPointMatrix() const;
 };

 templateclass T
 inline Matrix44T Triangle3T::getPointToBarycoordMatrix() const {
 M44x pointToBarycoordMatrix;
 bool success = inverseSafe( pointToBarycoordMatrix,
 getBarycoordToPointMatrix() );
 if( ! success ) {
 T oneThird = ((T)1.0)/((T)3.0);
 //Vec3T center = ( a + b + c ) * oneThird;
 return Matrix44T(
 0, 0, 0, 0,
 0, 0, 0, 0,
 0, 0, 0, 0,
 oneThird, oneThird, oneThird, 0);
 }
 return pointToBarycoordMatrix;
 }

 templateclass T
 inline Matrix44T Triangle3T::getBarycoordToPointMatrix() const {
 Vec3T n = normal();
 return Matrix44T(
 a[0], a[1], a[2], 1,
 b[0], b[1], b[2], 1,
 c[0], c[1], c[2], 1,
 n[0], n[1], n[2], 0);
 }

 And this you just multiple your point by the pointToBarycoordMatrix
 matrix to get barycoords.  And if you have barycoordinates, multiply
 it by getBarycoordToPointMatrix() to get your point.

 We are using 4 coordinate barycoordinates where the fourth element is
 the distance from the triangle plane in the normal direction.  Just
 set it to zero and you should be fine.  The above can be converted to
 Softimage Matrix types pretty easily.  Probably could be added to the
 Softimage SDK as well if it isn't already there.

 Best regards,
 -ben


 On Wed, Jul 17, 2013 at 12:04 PM, Ben Houston b...@exocortex.com wrote:
  So barycoords for a triangle works well and I believe there are tons
  of references on the web for this.  Barycoordinates for polygons is a
  bit more problematic because they are no longer linear but rather
  polynomials and thus harder to calculate.  I'd stick with triangles
  and then all those web references should work well.
 
  Is your problem calculating them from points?
 
  Basically this is a great guide:
 
  http://en.wikipedia.org/wiki/Barycentric_coordinate_system
 
  -ben
 
 
  On Wed, Jul 17, 2013 at 11:38 AM,  p...@bustykelp.com wrote:
  Hi, I have spent days on this and I cant work it out
 
  I have a selection of points (not on a flat plane) and I have a test
  position.
  It returns an array that represents the weighting, related to the
 proximity
  to the other points.
 
  I want to have it so that when the test position is directly at a
 point, the
  value for that point in the array = 1
  and the rest will be zero
  as the test point moves around the area it interpolates these values,
 but
  they always add up to 1
 
  It sounds really easy, but I’ve been literally* tearing my hair out
 over
  this for days.
 
  Ive managed to get barycentric interpolation working for a flat plane,
 and
  only 3 points, but I need it to accept multiple points in 3d space.
 
  Please help. I’m going bonkers over this
 
  Paul
 
  *(not really literally)
 
 
 
  --
  Best regards,
  Ben Houston
  Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
  http://Exocortex.com - Passionate CG Software Professionals.



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




  --





Re: Janimation | Alien Rage Cinematic

2013-07-17 Thread Eric Thivierge

Great stuff guys!


Eric Thivierge
===
Character TD / RnD
Hybride Technologies


On July-17-13 1:08:05 PM, Mitchell Lotierzo wrote:

Yup. MR was used for the volumes and emRPC was used for some of the
several passes that make up the spiraling galaxy.


On Wed, Jul 17, 2013 at 11:57 AM, Alan Fregtman
alan.fregt...@gmail.com mailto:alan.fregt...@gmail.com wrote:

Great work, guys!

Rendered in Arnold?



On Wed, Jul 17, 2013 at 12:26 PM, Greg Punchatz
g...@janimation.com mailto:g...@janimation.com wrote:

This was released last week and I thought I should share. The
compression is kinda nasty but here you go..

http://www.youtube.com/watch?v=fFx8ONhq95o

The opening shot was two main passes the asteroid and
everything on it and the galaxy plus FX passes. There is a
crazy amount of geo and lights and Arnold tore it up.

The project was a stop and start project a new CD from the
game company joined the team half way thru.. We worked on it
for six months off and on averaging three to four people
working on it at any given time. I think there was about 8 or
9 of us who worked on the production in total.

Some of the peeps that worked on it include

Greg Punchatz- CG Sup and CD on the janimation side
Steve Palaia- Senior Generalist and compositor
Mitchell Lotierzo- Senior TD
Dave Sisk - Senior FX
Julia Bacak- Animation
Jason Stambollian-  Freelance Fx
Rares Halmagean-  Freelance Textures and Modeling

Thanks to the team here who went above and beyond!


--

*Greg Punchatz*
*Sr. Creative Director*
Janimation
214.823.7760 tel:214.823.7760
www.janimation.com http://www.janimation.com







Re: Maths problem (barycentric coordinates)

2013-07-17 Thread Bk
Thanks for all the replies. It's much appreciated. I'll grind through them 
tomorrow at work.




On 17 Jul 2013, at 19:26, Vladimir Jankijevic vladi...@elefantstudios.ch 
wrote:

 something we recorded last year while I was in NY: https://vimeo.com/44951318
 maybe this helps :)
 
 Cheers
 Vladimir
 
 
 On Wed, Jul 17, 2013 at 2:05 PM, Vincent Ullmann 
 vincent.ullm...@googlemail.com wrote:
 Quote Paul:
 
 {
 Ive managed to get barycentric interpolation working for a flat plane, 
 and only 3 points, but I need it to accept multiple points in 3d space.
 }
 
 Not sure if this helps, but some time ago i made a ICE-Compound for 
 calulating barycentric-Coordinates, based on 3 3D-Vectors.
 Dont know if my formula was correct ;-)
 
 
 Am 17.07.2013 19:47, schrieb Alok Gandhi:
 You can have a look at my blog post: 
 http://alokgandhi.com/blog/2012/05/28/barycentric-coordinates-and-the-magic-of-locations/
 
 
 On Wed, Jul 17, 2013 at 12:58 PM, Ben Houston b...@exocortex.com wrote:
 BTW here is our code for calculating barycoordinates from points and
 creating points from barycoordinates:
 
 templateclass T
 class Triangle3 {
 public:
 Vec3T a;
 Vec3T b;
 Vec3T c;
 
 Matrix44T getPointToBarycoordMatrix() const;
 Matrix44T getBarycoordToPointMatrix() const;
 };
 
 templateclass T
 inline Matrix44T Triangle3T::getPointToBarycoordMatrix() const {
 M44x pointToBarycoordMatrix;
 bool success = inverseSafe( pointToBarycoordMatrix,
 getBarycoordToPointMatrix() );
 if( ! success ) {
 T oneThird = ((T)1.0)/((T)3.0);
 //Vec3T center = ( a + b + c ) * oneThird;
 return Matrix44T(
 0, 0, 0, 0,
 0, 0, 0, 0,
 0, 0, 0, 0,
 oneThird, oneThird, oneThird, 0);
 }
 return pointToBarycoordMatrix;
 }
 
 templateclass T
 inline Matrix44T Triangle3T::getBarycoordToPointMatrix() const {
 Vec3T n = normal();
 return Matrix44T(
 a[0], a[1], a[2], 1,
 b[0], b[1], b[2], 1,
 c[0], c[1], c[2], 1,
 n[0], n[1], n[2], 0);
 }
 
 And this you just multiple your point by the pointToBarycoordMatrix
 matrix to get barycoords.  And if you have barycoordinates, multiply
 it by getBarycoordToPointMatrix() to get your point.
 
 We are using 4 coordinate barycoordinates where the fourth element is
 the distance from the triangle plane in the normal direction.  Just
 set it to zero and you should be fine.  The above can be converted to
 Softimage Matrix types pretty easily.  Probably could be added to the
 Softimage SDK as well if it isn't already there.
 
 Best regards,
 -ben
 
 
 On Wed, Jul 17, 2013 at 12:04 PM, Ben Houston b...@exocortex.com wrote:
  So barycoords for a triangle works well and I believe there are tons
  of references on the web for this.  Barycoordinates for polygons is a
  bit more problematic because they are no longer linear but rather
  polynomials and thus harder to calculate.  I'd stick with triangles
  and then all those web references should work well.
 
  Is your problem calculating them from points?
 
  Basically this is a great guide:
 
  http://en.wikipedia.org/wiki/Barycentric_coordinate_system
 
  -ben
 
 
  On Wed, Jul 17, 2013 at 11:38 AM,  p...@bustykelp.com wrote:
  Hi, I have spent days on this and I cant work it out
 
  I have a selection of points (not on a flat plane) and I have a test
  position.
  It returns an array that represents the weighting, related to the 
  proximity
  to the other points.
 
  I want to have it so that when the test position is directly at a point, 
  the
  value for that point in the array = 1
  and the rest will be zero
  as the test point moves around the area it interpolates these values, but
  they always add up to 1
 
  It sounds really easy, but I’ve been literally* tearing my hair out over
  this for days.
 
  Ive managed to get barycentric interpolation working for a flat plane, and
  only 3 points, but I need it to accept multiple points in 3d space.
 
  Please help. I’m going bonkers over this
 
  Paul
 
  *(not really literally)
 
 
 
  --
  Best regards,
  Ben Houston
  Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
  http://Exocortex.com - Passionate CG Software Professionals.
 
 
 
 --
 Best regards,
 Ben Houston
 Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
 http://Exocortex.com - Passionate CG Software Professionals.
 
 
 
 
 -- 
 
 
 


Re: Janimation | Alien Rage Cinematic

2013-07-17 Thread Andy Moorer
Nice! The time lapse segues were striking in particular, cool stuff! 

Sent from my iPad

On Jul 17, 2013, at 9:26 AM, Greg Punchatz g...@janimation.com wrote:

 This was released last week and I thought I should share. The compression is 
 kinda nasty but here you go.. 
 
 http://www.youtube.com/watch?v=fFx8ONhq95o
 
 The opening shot was two main passes the asteroid and everything on it and 
 the galaxy plus FX passes. There is a crazy amount of geo and lights and 
 Arnold tore it up.
 
 The project was a stop and start project a new CD from the game company 
 joined the team half way thru.. We worked on it for six months off and on 
 averaging three to four people working on it at any given time. I think there 
 was about 8 or 9 of us who worked on the production in total.
 
 Some of the peeps that worked on it include
 
 Greg Punchatz- CG Sup and CD on the janimation side
 Steve Palaia- Senior Generalist and compositor
 Mitchell Lotierzo- Senior TD
 Dave Sisk - Senior FX
 Julia Bacak- Animation
 Jason Stambollian-  Freelance Fx
 Rares Halmagean-  Freelance Textures and Modeling
 
 Thanks to the team here who went above and beyond!
 
 
 -- 
 Greg Punchatz
 Sr. Creative Director
 Janimation
 214.823.7760
 www.janimation.com


Re: set data

2013-07-17 Thread Raffaele Fragapane
I'm not 100% sure I understand what you're trying to do, but if it's of any
use evaluating and fetching data are completely different things.
You can almost always rely on data for checks (I say almost becuase it's
even TOO reliable as it lets you use things before you set them, which is a
nice trick with arrays, but some times bites), evaluation though is
strongly rule driven and you have to think of it as non-transparent, or at
least non-manipulatable.

You simply can't rely on checking if something will be evaluated a certain
way or not, because evaluation itself comes before you could get a result.

It'd be different if you had some of the classic parallel programming
devices available (barriers, traffic lights, forceful eval ordering and so
on), but ICE tries hard to maximize performance while exempting the user
from dealing with those details actually.


On Thu, Jul 18, 2013 at 3:49 AM, Ponthieux, Joseph G. (LARC-E1A)[LITES] 
j.ponthi...@nasa.gov wrote:

 Grahame, 

 ** **

 Thanks. I’ll try these approaches. 

 ** **

 I think the thing that confuses me is that I’ve used If conditionals to
 mute compounds before, and they’ve worked. But in this case it won’t.

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Grahame Fuller
 *Sent:* Wednesday, July 17, 2013 1:44 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: set data

 ** **

 You can create a compound that just calculates the value, and then let
 users plug that into a Set Data themselves or alternatively create a second
 compound that embeds the first one plus a Set Data. I’ve used that approach
 several times. Of course, it won’t work if the calculation requires an
 iterative execution (like the curve distance/location compounds).

 ** **

 Another possibility is to have output ports for both the value and the set
 data execution. The “display” compounds in the Debugging category are
 designed like that.

 ** **

 gray

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Ponthieux, Joseph G. (LARC-E1A)[LITES]
 *Sent:* Wednesday, July 17, 2013 12:48 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: set data

 ** **

 I have a compound that I would like to be used to either apply a computed
 value to a parameter, or alternatively a value to other compounds. I was
 trying to make the compound do double duty as something useful as a
 standalone node vs a node useful to a larger tree.

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Grahame Fuller

 *Sent:* Wednesday, July 17, 2013 12:11 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* RE: set data

 ** **

 No, the references must get resolved before the tree is even evaluated.***
 *

 ** **

 Can you say anything more about the overall problem you are trying to
 solve? There may be another way.

 ** **

 gray 

 ** **

 *From:* softimage-boun...@listproc.autodesk.com [
 mailto:softimage-boun...@listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 *On Behalf Of *Ponthieux, Joseph G. (LARC-E1A)[LITES]

 *Sent:* Wednesday, July 17, 2013 12:05 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* set data

 ** **

 Is there any way to make a set data node ignore a parameter that does not
 exist because the object it belongs to might not exist?

 ** **

 I’ve tried using first valid but it can’t accept execute. I then tried an
 if conditional  to terminate the execute channel as an option but it does
 not appear to be able to ignore execute whether on or off.

 ** **

 ** **

 ** **

 --

 Joey Ponthieux

 LaRC Information Technology Enhanced Services (LITES)

 Mymic Technical Services

 NASA Langley Research Center

 __

 Opinions stated here-in are strictly those of the author and do not 

 represent the opinions of NASA or any other party.

 ** **




-- 
Our users will know fear and cower before our software! Ship it! Ship it
and let them 

Re: Setting data on a particle based off data from another particle in the same cloud

2013-07-17 Thread Julian Johnson

On 17/07/2013 17:03, Grahame Fuller wrote:


3. Use Build Array from Set to put ParentID into an array. Find the 
parent's ParentID in the array. You should get an array with two 
indices, the one that isn't the parent is the cloned child (safe to 
say it will be the second one).


That step is genius, gray. Works both ways - children to parent, parent 
to children - and couldn't be more direct, simple or unambiguous. 
Definitely one for the cookbook.


RE: ICE - Get closest location on group

2013-07-17 Thread Matt Lind
I renamed all the neighbors' clusters and the ICE Tree still worked.  That's 
why I was confused.


Matt




From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi 
[ahmidou@gmail.com]
Sent: Wednesday, July 17, 2013 10:19 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - Get closest location on group

It's not the sphere's property, but the neighbors ones. I think you are 
confused because they all have the same name.
Try to rename the sphere's property.

Cheers
A.

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com



Re: ICE - Get closest location on group

2013-07-17 Thread Ahmidou Lyazidi
so you are saying that:

sphere prop named A
neighbors props named B

and in your icetree:
Closest location -- A

is still working? that might be a refresh issue, can you try to cut/paste
the whole tree?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/7/18 Matt Lind ml...@carbinestudios.com

   I renamed all the neighbors' clusters and the ICE Tree still worked.
 That's why I was confused.


 Matt



  --
 *From:* softimage-boun...@listproc.autodesk.com [
 softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi [
 ahmidou@gmail.com]
 *Sent:* Wednesday, July 17, 2013 10:19 PM

 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: ICE - Get closest location on group

It's not the sphere's property, but the neighbors ones. I think you
 are confused because they all have the same name.
  Try to rename the sphere's property.

  Cheers
 A.

  ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos
 http://www.cappuccino-films.com




RE: ICE - Get closest location on group

2013-07-17 Thread Matt Lind
all objects started with the same cluster and cluster property names:

   sphere.cls.NC_VertexData.PrimaryColor
   grid.cls.NC_VertexData.PrimaryColor
   torus.cls.NC_VertexData.PrimaryColor
   cube.cls.NC_VertexData.PrimaryColor

I renamed the neighbors so all are unique:

   sphere.cls.NC_VertexData.PrimaryColor
   grid.cls.ralph.PrimaryColor
   torus.cls.joe.PrimaryColor
   cube.cls.harry.PrimaryColor

After this modification I disconnected and reconnected the ICE tree, but the 
ICE tree still worked.


Matt





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] On Behalf Of Ahmidou Lyazidi 
[ahmidou@gmail.com]
Sent: Wednesday, July 17, 2013 10:30 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE - Get closest location on group

so you are saying that:

sphere prop named A
neighbors props named B

and in your icetree:
Closest location -- A

is still working? that might be a refresh issue, can you try to cut/paste the 
whole tree?

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/7/18 Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com
I renamed all the neighbors' clusters and the ICE Tree still worked.  That's 
why I was confused.


Matt




From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Ahmidou Lyazidi 
[ahmidou@gmail.commailto:ahmidou@gmail.com]
Sent: Wednesday, July 17, 2013 10:19 PM

To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: ICE - Get closest location on group

It's not the sphere's property, but the neighbors ones. I think you are 
confused because they all have the same name.
Try to rename the sphere's property.

Cheers
A.

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com