Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Pierre Schiller
Rob, that´s a nifty-cacheable image-seq for post! Can I compo it? is it
possible to share the scn? :D :D Please?

On Thu, Mar 19, 2015 at 1:04 PM, pete...@skynet.be wrote:

   I hope the image gets through.
 this is what I get with closest location on group of curves, and combining
 the pointtangent as a force, as well as a force pulling towards the closest
 position – in order not to stray too far from the curve.
 particles get emitted from the curves in the center, and you see that here
 they follow the curves more closely, further out it does get more fuzzy –
 but they do follow the curves and they do branch automatically.
 I can see how this might not be precise enough compared to flow along
 curve.


 [image: force_along_group_of_curves]



  *From:* Rob Chapman tekano@gmail.com
 *Sent:* Thursday, March 19, 2015 5:52 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* Re: ICE emit particles and follow branching geometry

  closest location does not cut it when different curves overlap.  you
 will have to build a system using a unique curve ID and translate along
 each curve ID's using curve u instead.

 at least this way you could gracefully hand over particles between curves
 as it reaches the end of each segment.

 On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote:

 Thanks for the responses guys.

 I've continued with my brute force method for now because it gets the
 job done. It involves several Select Case nodes with 29 cases each
 though, so you can imagine why I was reluctant to string that up. :)

 I've tried the suggested approach, but I usually get a jump to the same
 curve over and over again when they overlap instead of continuing along
 their first curve.


 [image: Inline image 1]

 On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Huh... works actually. I remember this not working before...  carry on
 never mind.

 Eric T.


 On 3/19/2015 12:25 PM, Eric Thivierge wrote:

 Closest location doesn't work with curves fed in with a group. It
 always uses the first one.

 Eric T.

 On 3/19/2015 12:23 PM, Grahame Fuller wrote:

 Greg, any details about not getting it to work on curves? As far as I
 know, it should.

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Thursday, March 19, 2015 12:02 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE emit particles and follow branching geometry

 Your best bet is to create a mesh from those curves and transfer the
 curve's tangent onto the mesh as a vector attribute.

 Emit from the curve but use the geo's attribute to set the direction.
 How Paul Smith's hair grooming stuff works essentially.

 Using a group of curves or even doing one curve at a time won't get a
 nice smooth result I don't think. You'll probably get popping.

 Eric T.
 On 3/19/2015 11:48 AM, Greg Punchatz wrote:
 Dave has got something worked out, but its not ideal.  He cannot get a
 group of curves to work, and is wiring up each one in by hand in the ICE
 tree.

 What he wants to do is emit an objects from one end of a curve and the
 have it follow the curve to the end.. but he wants to do this to a group 
 of
 curves.  He can make it work one curve at a time fine, he can wire the
 bizzilion curves up by hand but its not ideal.

 On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete
 r...@skynet.be wrote:
 I think you can get the closest point on a group of curves,
 get the point-tangent from there and use that (vector) as a force,
 combine to taste with turbulence, and perhaps a force pulling towards
 the curve (vector from point to closest point) for extra control.

 adding/removing curves to the group is all you’d need to do to add
 them to the simulation.
 hope this helps.



 From: Dave Siskmailto:d...@janimation.com
 Sent: Thursday, March 19, 2015 3:27 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.
 autodesk.com
 Subject: ICE emit particles and follow branching geometry

 Hi, I'm trying to create an effect with particles flowing from one
 several ends of branching geometry to another of several ends on the same
 geometry.

 Right now I'm working with Flow Along Curve and a bunch of
 partially-overlapping curves that go from one end to the other, but since
 ICE is pretty limited in what you can plug a geometry port into, I'm
 running into a LOT of duplication that makes adding or removing curves a
 labor intensive process.

 Is there another approach to this I should be trying?

 Thanks,
 Dave Sisk












-- 
Portfolio 2013 http://be.net/3dcinetv
Cinema  TV production
Video Reel https://vimeo.com/3dcinetv/reel2012


Re: Maxon sets up shop in Montreal

2015-03-19 Thread Raffaele Fragapane
I don't know, Luc-Eric can be biased as he seems happy with AD, unlike the
developers that left, but you got to appreciate the fact checking you get
out of his presence here.
There is enough bias in the other direction anyway since AD isn't exactly
well loved, so I find his contributions bring good balance. I'll take the
occasional drizzled up parade in exchange for that.

On Fri, Mar 20, 2015 at 2:36 AM, Greg Punchatz g...@janimation.com wrote:

 You don't have to rain on our imaginary parade Luc-Eric.

 On Wed, Mar 18, 2015 at 5:22 PM, Luc-Eric Rousseau luceri...@gmail.com
 wrote:

 I don't know about that 5k number;  the potential Cinema4D/softimage
 overlap is probably around 1500 seats total.

 After SI|3D, Alain was working out of Japan in consulting and not
 directly on the XSI product; he contributed the older user normal
 editing tool that was in the netview.

 On Wed, Mar 18, 2015 at 12:02 PM, Oliver Weingarten li...@pixelpanic.de
 wrote:
  ...maybe 15k potential users seems to be an inetresting amount for other
  companies than AD ;)
 
  ...fingers crossed somebody comes up with something coming even close to
  good old  XSI..!
 
  Am 18.03.2015 um 16:27 schrieb Stephan Haitz:
 
  Could it be there are set free quite other energies with the EOL of
  Softimage than intented?
 
  Am 18.03.2015 um 14:24 schrieb Ed Harriss:
 
  Maxon… as in Maxon Cinema4D?
 
  If so, exciting!
 
 
 
  I’ve been using C4D and it’s got some really, really great stuff but
 there
  are a few areas that could use some Softimage style love. ;)
 
  Regardless, we are working on integrating it into our pipeline.
 
  Ed
 
  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg
 Punchatz
  Sent: Wednesday, March 18, 2015 9:14 AM
  To: softimage@listproc.autodesk.com
  Subject: Maxon sets up shop in Montreal
 
 
 
  Ex softie Alain Laferrière leading a new dev team :)
 
 
 





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


Re: Maxon sets up shop in Montreal

2015-03-19 Thread Athanasios Pozantzis
For the people who are lucky enough to have met and worked with Alain, and/or 
the fruits of his labour, you may start imagining the quality of stuff coming 
Cinema 4D’s way.

:-)


Re: Alembic performance?

2015-03-19 Thread Morten Bartholdy
Thanks for the insight Ben. I just needed to know what might be possible
for me here - I am happy and thankful you made Crate available so I can
work on these shots at all :)

Cheers
Morten





Den 18. marts 2015 kl. 19:53 skrev Ben Houston b...@exocortex.com:

 Exocortex Crate has a shared framework for loading Alembic data that
 we use across Maya, 3DS Max and Softimage -- so most of the loading
 code is shared, just the DCC-specific stuff isn't.  Maya is just a
 faster DCC when there is a lot of objects in the scene - for +1000
 objects, Maya is at least a couple times faster if not more.
 -ben
 Best regards,
 Ben Houston (Cell: 613-762-4113, Skype: ben.exocortex, Twitter:
@exocortexcom)
 https://Clara.io - Online 3D Modeling and Rendering


 On Wed, Mar 18, 2015 at 6:31 AM, Morten Bartholdy x...@colorshopvfx.dk
wrote:
  I am stuck on Softimage 2013SP1 so I am using Crate for opening alembic
  files. I am currently working with shots where we import alembic files
  created in Cinema4D and they contain many thousands of objects that
scale
  and rotate. With Crate they are pretty slow to work with - scrubbing
the
  timeline is slow, and creating overrides in various passes is slow.
 
 
  I can see our Maya artists can actually scrub the timeline in Maya
pretty
  inetractively with the same files, so I take it the built in version
from
  Autodesk is faster that Crate.
 
 
  I am curious to know if someone here have tried the built in alembic
loader
  in a newer version of Softimage and had the opportunity to compare it
to the
  one in Maya?
 
  Best
 
  Morten
 
 

RE: baVolume fog pass with sprites

2015-03-19 Thread adrian wyer
Thanks Holger, job finished now but will keep this for future occurrences!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Schoenberger
Sent: 18 March 2015 21:25
To: softimage@listproc.autodesk.com
Subject: RE: baVolume fog pass with sprites

 

You can use the BA Color Switcher.

That sprite mode has a workaround for this issue with volumes or distance
shaders.

 

Afaik this is a mental Ray bug, not a bug in the SI sprite shader.

 

Holger Schönberger
technical director
The day has 24 hours, if that does not suffice, I will take the night

 

 


  _  


From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of adrian wyer
Sent: Friday, March 13, 2015 2:50 PM
To: softimage@listproc.autodesk.com
Subject: baVolume fog pass with sprites

hi guys, trying to render a non homogenous fog pass for a shot, that has
sprite shader cut outs of people on particle cards

 

getting a very odd render result where the people are lighter than the
surrounding fog!

 

anyone seen this and found a solution?

 

ideally don't want a solution that changes the RGB as the client has signed
it off!

 

thanks

 

a

 

 

Adrian Wyer
Fluid Pictures
75-77 Margaret St.
London
W1W 8SY 
++44(0) 207 580 0829 


adrian.w...@fluid-pictures.com
blocked::blocked::blocked::blocked::mailto:adrian.w...@fluid-pictures.com 

www.fluid-pictures.com
blocked::blocked::blocked::blocked::http://www.fluid-pictures.com/  

 

Fluid Pictures Limited is registered in England and Wales.
Company number:5657815
VAT number: 872 6893 71

 



Re: Very OT: for the love of your career.. try houdini

2015-03-19 Thread Ciaran Moloney
I'm loving working with Houdini, but sometimes it's just frustratingly
slow. Even with the new VDB tools, converting and caching everything out as
volume fields is a real drag.
But then again the caching workflow is super-slick. I shudder at the
thought of all the time lost to the mysteries of ICE caching.

On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote:

 I'm not getting anything out of posting this, except knowing I might save
 the life of a fellow artist.

 So I spent the last year learning Maya, and got to a point where I can
 compete against people straight out of collage.
 This got me a bit down, as I'm one of the more experienced softimage
 artists here in South Africa.
 At the end of 2014 I realized that 3D is no longer fun if it all has to
 happen in maya for me.
 My brain doesn't work the way maya works.
 I'm also not much of a clairvoyant, so predicting what I have to do now,
 just in case the director asks for something in 2 weeks from now, lead to
 allot of back tracking.

 At first I decided to learn Maya over houdini because of the price tag of
 Houdini FX.
 It also seemed like I would exclude myself from bigger projects if I was
 one, of only a few houdini artists around.
 Houdini indie, and indie engine has completely nullified these concerns.

 The perceived learning curve of houdini was also a bit of a concern to me.

 I started learning houdini 2 months ago, and I can do more with it, than I
 can with Maya after a year.
 The first few days in houdini is pretty hard, but the whole package works
 as one. Once you get your head around its fundamentals, doing something new
 is fun and pretty easy.

 This might not be true for everyone here, but some of us needs a non
 destructive open work flow.
 So if you guys haven't tried it yet, and if you are fed up with the whole
 there is a script for that mentality... there is a sop for that

 G



Re: scalar state still working?

2015-03-19 Thread Gerbrand Nel

Thanks for all the input guys!
Got it working in the end with just a simple incidence.
On 18/03/2015 20:28, Matt Lind wrote:

Scalar state should be working just fine.

I assume you're trying to compute incidence using a dot product? Make 
sure your input vectors are unit vectors and described in the same 
coordinate space.  Also make sure your vector orientations are 
described correctly as well. Remember, the viewing vector is opposite 
what you need it to be as it points towards the subject. If you don't 
meet those criteria, all bets are off.


If all is correct, the output will be the cosine of the angle between 
the two vectors which you may or may not want to linearize for use in 
the gradient.


Matt





Date: Wed, 18 Mar 2015 18:31:45 +0200
From: Gerbrand Nel nagv...@gmail.com
Subject: scalar state still working?
To: softimage@listproc.autodesk.com

Hey guys
I remember using the scalar state node, with a gradient, to create a
gradient based on incidence... this doesn't work any more??
Am I being dumb, or is it broken?
G






Crashing with unknown error message.

2015-03-19 Thread Morten Bartholdy
I am rendering alembic files with a number of passes with material
overrrides. It has worked fine so far, but after setting up the last passes
on one particular scene it fails to render the new pass, crashing on the
farm. Softimage2013SP1,   SiToA 2.8, Crate for Alembic IO, RoyalRender.

This is the error:


R93794| HDF5-DIAG: Error detected in HDF5 (1.8.9) thread 2408:

R93795| #000: ..\..\..\..\..\Shared\hdf5-1.8.9\src\H5O.c line 1059 in
H5Oclose(): not a valid object

R93796| major: Invalid arguments to routine

R93797| minor: Bad value

R93798|

R93799| \\Skynet\LicensFolder\RoyalRender\bin\win\rrCheckexitcode.exe
-1073741819 0 0

R93800|
+++

R93801|
+++

R93802|  Render Executable done
+++

R93803|  Royal Render checks the return code of the
executable 

R93804| ++ 03.19. 13:07.13
+

R93805|  Executable returned -1073741819 (0x c005) as exit code for
frame 0.

R93806| + Render crashed

R93807| -



Does anyone here what this error might be?


Best
Morten


Re: Crashing with unknown error message.

2015-03-19 Thread Leendert A. Hartog

This won't help you any, I'm afraid (sorry),
but, if I am reading this correctly, this appears to be a known issue 
with Alembic:

https://code.google.com/p/alembic/issues/detail?id=336

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: Very OT: for the love of your career.. try houdini

2015-03-19 Thread Demian Kurejwowski
before saying slow or fast regarding volumes or vdb we have to talk about the 
resolution of the volumen, and the amount of fields involve. 
same with DOPs , after mentioning ALL the plugings, dops can interact with all 
the solver at once,  that means will take in consideration, RBD, with liquids 
with gases, with wire etc... all togheter at the same time,  instead having to 
do one, cache it, run sim with other plugin, and repeat.lj (also is cheaper  to 
get houdini than get all the addons/plugs etc... apart)  in advantage you get 
great support instead of getting the general  we dont support that because you 
are using it with another pluging that its not ours. 


 El Jueves, 19 de marzo, 2015 8:45:56, Ciaran Moloney 
moloney.cia...@gmail.com escribió:
   

 Network and hardware are fastest I've used. It's just the nature of the work.
Volume data in my case is not very large, only a few Mb per frame. But, e.g. to 
make useful collision fields from complex geometry often requires a good bit of 
SOPs pre-processing. I get the impression that much of SOPs is still not 
especially multithreaded.
DOPs is also very slow vs solvers of comparable classes (FumeFX, Exocortex's 
Bullet, nCloth). But, that's generally OK since you can do so much, much more 
with DOPs with a very low chance of things failing apart as you scale up.

On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez jordiba...@gmail.com 
wrote:

Is this processing time or hardware time? (disks, network, etc..)
Of course saving gigabytes per frame is slow but may be a clever local SSD sync 
to the main server could do the job to make the process faster?
jb


On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com wrote:
I'm loving working with Houdini, but sometimes it's just frustratingly slow. 
Even with the new VDB tools, converting and caching everything out as volume 
fields is a real drag.
But then again the caching workflow is super-slick. I shudder at the thought of 
all the time lost to the mysteries of ICE caching.

On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote:

I'm not getting anything out of posting this, except knowing I might save the 
life of a fellow artist.

So I spent the last year learning Maya, and got to a point where I can compete 
against people straight out of collage.
This got me a bit down, as I'm one of the more experienced softimage artists 
here in South Africa.
At the end of 2014 I realized that 3D is no longer fun if it all has to happen 
in maya for me.
My brain doesn't work the way maya works.
I'm also not much of a clairvoyant, so predicting what I have to do now, just 
in case the director asks for something in 2 weeks from now, lead to allot of 
back tracking.

At first I decided to learn Maya over houdini because of the price tag of 
Houdini FX.
It also seemed like I would exclude myself from bigger projects if I was one, 
of only a few houdini artists around.
Houdini indie, and indie engine has completely nullified these concerns.

The perceived learning curve of houdini was also a bit of a concern to me.

I started learning houdini 2 months ago, and I can do more with it, than I can 
with Maya after a year.
The first few days in houdini is pretty hard, but the whole package works as 
one. Once you get your head around its fundamentals, doing something new is fun 
and pretty easy.

This might not be true for everyone here, but some of us needs a non 
destructive open work flow.
So if you guys haven't tried it yet, and if you are fed up with the whole 
there is a script for that mentality... there is a sop for that

G








  

Re: Maxon sets up shop in Montreal

2015-03-19 Thread Matt Lind
I see what you're getting at, but I don't interpret it that way in this 
particular instance.


Alain was dispatched to Japan around the same time Luc-Eric joined 
Softimage.  Since Alain worked on Softimage|3D and games, and Luc-Eric XSI 
and UI/compositing, they probably didn't interact much (whether they did or 
not, I have no idea).  Alain returned to Montreal in the mid 2000's, and 
left the company soon after.  I see Luc-Eric's comments as providing the 
only part of the picture he could based on his limited interaction with 
Alain.


Matt



Date: Fri, 20 Mar 2015 10:01:23 +1100
From: Raffaele Fragapane raffsxsil...@googlemail.com
Subject: Re: Maxon sets up shop in Montreal
To: softimage@listproc.autodesk.com

I don't know, Luc-Eric can be biased as he seems happy with AD, unlike the
developers that left, but you got to appreciate the fact checking you get
out of his presence here.
There is enough bias in the other direction anyway since AD isn't exactly
well loved, so I find his contributions bring good balance. I'll take the
occasional drizzled up parade in exchange for that.



Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Rob Chapman
closest location does not cut it when different curves overlap.  you will
have to build a system using a unique curve ID and translate along each
curve ID's using curve u instead.

at least this way you could gracefully hand over particles between curves
as it reaches the end of each segment.

On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote:

 Thanks for the responses guys.

 I've continued with my brute force method for now because it gets the
 job done. It involves several Select Case nodes with 29 cases each
 though, so you can imagine why I was reluctant to string that up. :)

 I've tried the suggested approach, but I usually get a jump to the same
 curve over and over again when they overlap instead of continuing along
 their first curve.


 [image: Inline image 1]

 On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Huh... works actually. I remember this not working before...  carry on
 never mind.

 Eric T.


 On 3/19/2015 12:25 PM, Eric Thivierge wrote:

 Closest location doesn't work with curves fed in with a group. It always
 uses the first one.

 Eric T.

 On 3/19/2015 12:23 PM, Grahame Fuller wrote:

 Greg, any details about not getting it to work on curves? As far as I
 know, it should.

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Thursday, March 19, 2015 12:02 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE emit particles and follow branching geometry

 Your best bet is to create a mesh from those curves and transfer the
 curve's tangent onto the mesh as a vector attribute.

 Emit from the curve but use the geo's attribute to set the direction.
 How Paul Smith's hair grooming stuff works essentially.

 Using a group of curves or even doing one curve at a time won't get a
 nice smooth result I don't think. You'll probably get popping.

 Eric T.
 On 3/19/2015 11:48 AM, Greg Punchatz wrote:
 Dave has got something worked out, but its not ideal.  He cannot get a
 group of curves to work, and is wiring up each one in by hand in the ICE
 tree.

 What he wants to do is emit an objects from one end of a curve and the
 have it follow the curve to the end.. but he wants to do this to a group of
 curves.  He can make it work one curve at a time fine, he can wire the
 bizzilion curves up by hand but its not ideal.

 On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete
 r...@skynet.be wrote:
 I think you can get the closest point on a group of curves,
 get the point-tangent from there and use that (vector) as a force,
 combine to taste with turbulence, and perhaps a force pulling towards
 the curve (vector from point to closest point) for extra control.

 adding/removing curves to the group is all you’d need to do to add them
 to the simulation.
 hope this helps.



 From: Dave Siskmailto:d...@janimation.com
 Sent: Thursday, March 19, 2015 3:27 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.
 autodesk.com
 Subject: ICE emit particles and follow branching geometry

 Hi, I'm trying to create an effect with particles flowing from one
 several ends of branching geometry to another of several ends on the same
 geometry.

 Right now I'm working with Flow Along Curve and a bunch of
 partially-overlapping curves that go from one end to the other, but since
 ICE is pretty limited in what you can plug a geometry port into, I'm
 running into a LOT of duplication that makes adding or removing curves a
 labor intensive process.

 Is there another approach to this I should be trying?

 Thanks,
 Dave Sisk









RE: ICE emit particles and follow branching geometry

2015-03-19 Thread Grahame Fuller
I was about to suggest IDs too. If you look in ICE_Kinematics workgroup, there 
are some scripts to handle applying and updating ICE trees that set IDs on all 
objects in a group. You can adapt them, then you’d need to rerun them whenever 
you add or remove curves in the group.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 1:19 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow branching geometry

Like Rob said, you'll have to go the ID approach. If you know what particles 
should follow which curves its easy. If not, then you'll have to setup some 
logic.

Create a custom param set on each curves named the same thing, like curveData.
Then for each curve set a unique ID starting from 0.
Main branch should be 0. Then the next branches off of that should have higher 
numbers, and so on and so on.
When you emit your particles randomly (or with some logic) set an ID of the 
curve you want them to follow.

You could then get closest location on each curve, and test if the curve ID is 
greater than the one it started on. If so then you could use some state 
machines to switch states. It's going to be a complex tree I think no matter 
what.

Eric T.
On 3/19/2015 1:10 PM, Cristobal Infante wrote:
get closest location  point-tangent. Use this as point velocity,

I did something like this with several curves and it was fine.

On 19 March 2015 at 16:52, Rob Chapman 
tekano@gmail.commailto:tekano@gmail.com wrote:
closest location does not cut it when different curves overlap.  you will have 
to build a system using a unique curve ID and translate along each curve ID's 
using curve u instead.

at least this way you could gracefully hand over particles between curves as it 
reaches the end of each segment.

On 19 March 2015 at 16:42, Dave Sisk 
d...@janimation.commailto:d...@janimation.com wrote:
Thanks for the responses guys.

I've continued with my brute force method for now because it gets the job 
done. It involves several Select Case nodes with 29 cases each though, so you 
can imagine why I was reluctant to string that up. :)

I've tried the suggested approach, but I usually get a jump to the same curve 
over and over again when they overlap instead of continuing along their first 
curve.


[Inline image 1]

On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge 
ethivie...@hybride.commailto:ethivie...@hybride.com wrote:
Huh... works actually. I remember this not working before...  carry on never 
mind.

Eric T.


On 3/19/2015 12:25 PM, Eric Thivierge wrote:
Closest location doesn't work with curves fed in with a group. It always uses 
the first one.

Eric T.

On 3/19/2015 12:23 PM, Grahame Fuller wrote:
Greg, any details about not getting it to work on curves? As far as I know, it 
should.

gray

From: 
softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow branching geometry

Your best bet is to create a mesh from those curves and transfer the curve's 
tangent onto the mesh as a vector attribute.

Emit from the curve but use the geo's attribute to set the direction. How Paul 
Smith's hair grooming stuff works essentially.

Using a group of curves or even doing one curve at a time won't get a nice 
smooth result I don't think. You'll probably get popping.

Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not ideal.  He cannot get a group of 
curves to work, and is wiring up each one in by hand in the ICE tree.

What he wants to do is emit an objects from one end of a curve and the have it 
follow the curve to the end.. but he wants to do this to a group of curves.  He 
can make it work one curve at a time fine, he can wire the bizzilion curves up 
by hand but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM, 
pete...@skynet.bemailto:pete...@skynet.bemailto:pete...@skynet.bemailto:pete...@skynet.be
 wrote:
I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling towards the curve 
(vector from point to closest point) for extra control.

adding/removing curves to the group is all you’d need to do to add them to the 
simulation.
hope this helps.



From: Dave Siskmailto:d...@janimation.commailto:d...@janimation.com
Sent: Thursday, March 19, 2015 3:27 PM
To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: ICE emit particles and follow branching geometry

Hi, I'm trying to create an 

Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Cristobal Infante
merge the curves, job done..

On 19 March 2015 at 17:24, Eric Thivierge ethivie...@hybride.com wrote:

  The main problem with this type of stuff is that you can't get closest
 location on each curve at the same time without building a huge compound.
 You want to get the closest location on every curve, compare, and follow
 the closest one or switch with some logic.

 Eric T.


 On 3/19/2015 1:18 PM, Eric Thivierge wrote:

 Like Rob said, you'll have to go the ID approach. If you know what
 particles should follow which curves its easy. If not, then you'll have to
 setup some logic.

 Create a custom param set on each curves named the same thing, like
 curveData.
 Then for each curve set a unique ID starting from 0.
 Main branch should be 0. Then the next branches off of that should have
 higher numbers, and so on and so on.
 When you emit your particles randomly (or with some logic) set an ID of
 the curve you want them to follow.

 You could then get closest location on each curve, and test if the curve
 ID is greater than the one it started on. If so then you could use some
 state machines to switch states. It's going to be a complex tree I think no
 matter what.

 Eric T.

 On 3/19/2015 1:10 PM, Cristobal Infante wrote:

 get closest location  point-tangent. Use this as point velocity,

  I did something like this with several curves and it was fine.

 On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com wrote:

 closest location does not cut it when different curves overlap.  you will
 have to build a system using a unique curve ID and translate along each
 curve ID's using curve u instead.

  at least this way you could gracefully hand over particles between
 curves as it reaches the end of each segment.

 On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote:

 Thanks for the responses guys.

  I've continued with my brute force method for now because it gets
 the job done. It involves several Select Case nodes with 29 cases each
 though, so you can imagine why I was reluctant to string that up. :)

  I've tried the suggested approach, but I usually get a jump to the
 same curve over and over again when they overlap instead of continuing
 along their first curve.


  [image: Inline image 1]

 On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com
  wrote:

 Huh... works actually. I remember this not working before...  carry on
 never mind.

 Eric T.


 On 3/19/2015 12:25 PM, Eric Thivierge wrote:

 Closest location doesn't work with curves fed in with a group. It
 always uses the first one.

 Eric T.

 On 3/19/2015 12:23 PM, Grahame Fuller wrote:

 Greg, any details about not getting it to work on curves? As far as I
 know, it should.

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Thursday, March 19, 2015 12:02 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE emit particles and follow branching geometry

 Your best bet is to create a mesh from those curves and transfer the
 curve's tangent onto the mesh as a vector attribute.

 Emit from the curve but use the geo's attribute to set the direction.
 How Paul Smith's hair grooming stuff works essentially.

 Using a group of curves or even doing one curve at a time won't get a
 nice smooth result I don't think. You'll probably get popping.

 Eric T.
 On 3/19/2015 11:48 AM, Greg Punchatz wrote:
 Dave has got something worked out, but its not ideal.  He cannot get
 a group of curves to work, and is wiring up each one in by hand in the 
 ICE
 tree.

 What he wants to do is emit an objects from one end of a curve and
 the have it follow the curve to the end.. but he wants to do this to a
 group of curves.  He can make it work one curve at a time fine, he can 
 wire
 the bizzilion curves up by hand but its not ideal.

 On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:
 pete...@skynet.be wrote:
 I think you can get the closest point on a group of curves,
 get the point-tangent from there and use that (vector) as a force,
 combine to taste with turbulence, and perhaps a force pulling towards
 the curve (vector from point to closest point) for extra control.

 adding/removing curves to the group is all you’d need to do to add
 them to the simulation.
 hope this helps.



 From: Dave Siskmailto:d...@janimation.com
 Sent: Thursday, March 19, 2015 3:27 PM
 To: softimage@listproc.autodesk.commailto:
 softimage@listproc.autodesk.com
 Subject: ICE emit particles and follow branching geometry

 Hi, I'm trying to create an effect with particles flowing from one
 several ends of branching geometry to another of several ends on the same
 geometry.

 Right now I'm working with Flow Along Curve and a bunch of
 partially-overlapping curves that go from one end to the other, but since
 ICE is pretty limited in what you can plug a geometry port into, I'm
 running into a LOT of duplication that makes adding or removing curves a
 labor 

Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
The main problem with this type of stuff is that you can't get closest 
location on each curve at the same time without building a huge 
compound. You want to get the closest location on every curve, compare, 
and follow the closest one or switch with some logic.


Eric T.

On 3/19/2015 1:18 PM, Eric Thivierge wrote:
Like Rob said, you'll have to go the ID approach. If you know what 
particles should follow which curves its easy. If not, then you'll 
have to setup some logic.


Create a custom param set on each curves named the same thing, like 
curveData.

Then for each curve set a unique ID starting from 0.
Main branch should be 0. Then the next branches off of that should 
have higher numbers, and so on and so on.
When you emit your particles randomly (or with some logic) set an ID 
of the curve you want them to follow.


You could then get closest location on each curve, and test if the 
curve ID is greater than the one it started on. If so then you could 
use some state machines to switch states. It's going to be a complex 
tree I think no matter what.


Eric T.

On 3/19/2015 1:10 PM, Cristobal Infante wrote:

get closest location  point-tangent. Use this as point velocity,

I did something like this with several curves and it was fine.

On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com 
mailto:tekano@gmail.com wrote:


closest location does not cut it when different curves overlap.
 you will have to build a system using a unique curve ID and
translate along each curve ID's using curve u instead.

at least this way you could gracefully hand over particles
between curves as it reaches the end of each segment.

On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com
mailto:d...@janimation.com wrote:

Thanks for the responses guys.

I've continued with my brute force method for now because
it gets the job done. It involves several Select Case nodes
with 29 cases each though, so you can imagine why I was
reluctant to string that up. :)

I've tried the suggested approach, but I usually get a jump
to the same curve over and over again when they overlap
instead of continuing along their first curve.


Inline image 1

On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

Huh... works actually. I remember this not working
before...  carry on never mind.

Eric T.


On 3/19/2015 12:25 PM, Eric Thivierge wrote:

Closest location doesn't work with curves fed in with
a group. It always uses the first one.

Eric T.

On 3/19/2015 12:23 PM, Grahame Fuller wrote:

Greg, any details about not getting it to work on
curves? As far as I know, it should.

gray

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow
branching geometry

Your best bet is to create a mesh from those
curves and transfer the curve's tangent onto the
mesh as a vector attribute.

Emit from the curve but use the geo's attribute
to set the direction. How Paul Smith's hair
grooming stuff works essentially.

Using a group of curves or even doing one curve
at a time won't get a nice smooth result I don't
think. You'll probably get popping.

Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not
ideal.  He cannot get a group of curves to work,
and is wiring up each one in by hand in the ICE tree.

What he wants to do is emit an objects from one
end of a curve and the have it follow the curve
to the end.. but he wants to do this to a group
of curves.  He can make it work one curve at a
time fine, he can wire the bizzilion curves up by
hand but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM,
pete...@skynet.be
mailto:pete...@skynet.bemailto:pete...@skynet.be

Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Ciaran Moloney
I think you're mixing up software again!

On Thu, Mar 19, 2015 at 5:27 PM, Cristobal Infante cgc...@gmail.com wrote:

 merge the curves, job done..




Re: ICE emit particles and follow branching geometry

2015-03-19 Thread peter_b
I hope the image gets through.
this is what I get with closest location on group of curves, and combining the 
pointtangent as a force, as well as a force pulling towards the closest 
position – in order not to stray too far from the curve.
particles get emitted from the curves in the center, and you see that here they 
follow the curves more closely, further out it does get more fuzzy – but they 
do follow the curves and they do branch automatically. 
I can see how this might not be precise enough compared to flow along curve.






From: Rob Chapman 
Sent: Thursday, March 19, 2015 5:52 PM
To: softimage@listproc.autodesk.com 
Subject: Re: ICE emit particles and follow branching geometry

closest location does not cut it when different curves overlap.  you will have 
to build a system using a unique curve ID and translate along each curve ID's 
using curve u instead. 

at least this way you could gracefully hand over particles between curves as it 
reaches the end of each segment.

On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote:

  Thanks for the responses guys. 

  I've continued with my brute force method for now because it gets the job 
done. It involves several Select Case nodes with 29 cases each though, so you 
can imagine why I was reluctant to string that up. :)

  I've tried the suggested approach, but I usually get a jump to the same curve 
over and over again when they overlap instead of continuing along their first 
curve.




  On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com 
wrote:

Huh... works actually. I remember this not working before...  carry on 
never mind.

Eric T. 


On 3/19/2015 12:25 PM, Eric Thivierge wrote:

  Closest location doesn't work with curves fed in with a group. It always 
uses the first one.

  Eric T.

  On 3/19/2015 12:23 PM, Grahame Fuller wrote:

Greg, any details about not getting it to work on curves? As far as I 
know, it should.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow branching geometry

Your best bet is to create a mesh from those curves and transfer the 
curve's tangent onto the mesh as a vector attribute.

Emit from the curve but use the geo's attribute to set the direction. 
How Paul Smith's hair grooming stuff works essentially.

Using a group of curves or even doing one curve at a time won't get a 
nice smooth result I don't think. You'll probably get popping.

Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not ideal.  He cannot get a 
group of curves to work, and is wiring up each one in by hand in the ICE tree.

What he wants to do is emit an objects from one end of a curve and the 
have it follow the curve to the end.. but he wants to do this to a group of 
curves.  He can make it work one curve at a time fine, he can wire the 
bizzilion curves up by hand but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM, 
pete...@skynet.bemailto:pete...@skynet.be wrote:
I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling towards 
the curve (vector from point to closest point) for extra control.

adding/removing curves to the group is all you’d need to do to add them 
to the simulation.
hope this helps.



From: Dave Siskmailto:d...@janimation.com
Sent: Thursday, March 19, 2015 3:27 PM
To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: ICE emit particles and follow branching geometry

Hi, I'm trying to create an effect with particles flowing from one 
several ends of branching geometry to another of several ends on the same 
geometry.

Right now I'm working with Flow Along Curve and a bunch of 
partially-overlapping curves that go from one end to the other, but since ICE 
is pretty limited in what you can plug a geometry port into, I'm running into a 
LOT of duplication that makes adding or removing curves a labor intensive 
process.

Is there another approach to this I should be trying?

Thanks,
Dave Sisk











Re: Crashing with unknown error message.

2015-03-19 Thread Oscar Juarez
I've had that error before, and was something with arnold crashing, the
alembic files were not really the cause of the error, and I only had it in
the farm also, so maybe check your configuration for arnold on the farm, I
can't remember exactly what was the culprit but it happened when I upgrade
arnold. Here is also a thread that talks about this.

https://groups.google.com/forum/#!topic/exocortex-alembic/j4FhGcVaToU

On Thu, Mar 19, 2015 at 2:02 PM, Eric Thivierge ethivie...@hybride.com
wrote:

  Hopefully your geometry isn't that heavy...

1. Select the mesh.
2. Freeze Modeling (Make sure alembic topo op gets frozen)
3. Use the Animate  Tools  Plot  Shape.
4. Delete Alembic PolyMesh Op off of the mesh.

 Eric T.


 On 3/19/2015 8:58 AM, Morten Bartholdy wrote:

  Hmm - does someone here know - is it possible to clone the alembic
 geometry and bake it to shapes, effectively making the geometry local in
 the scene?


Morten






 Den 19. marts 2015 kl. 13:45 skrev Leendert A. Hartog
 hirazib...@live.nl hirazib...@live.nl:

  This won't help you any, I'm afraid (sorry),
  but, if I am reading this correctly, this appears to be a known issue
  with Alembic:
  https://code.google.com/p/alembic/issues/detail?id=336
 
  Greetz
  Leendert
 
  --
 
  Leendert A. Hartog AKA Hirazi Blue
  Administrator NOT the owner of si-community.com
 





Re: Crashing with unknown error message.

2015-03-19 Thread Eric Thivierge

Hopefully your geometry isn't that heavy...

1. Select the mesh.
2. Freeze Modeling (Make sure alembic topo op gets frozen)
3. Use the Animate  Tools  Plot  Shape.
4. Delete Alembic PolyMesh Op off of the mesh.

Eric T.

On 3/19/2015 8:58 AM, Morten Bartholdy wrote:


Hmm - does someone here know - is it possible to clone the alembic 
geometry and bake it to shapes, effectively making the geometry local 
in the scene?



Morten






Den 19. marts 2015 kl. 13:45 skrev Leendert A. Hartog 
hirazib...@live.nl:


 This won't help you any, I'm afraid (sorry),
 but, if I am reading this correctly, this appears to be a known issue
 with Alembic:
 https://code.google.com/p/alembic/issues/detail?id=336

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com





Re: Very OT: for the love of your career.. try houdini

2015-03-19 Thread Jordi Bares Dominguez
Is this processing time or hardware time? (disks, network, etc..)

Of course saving gigabytes per frame is slow but may be a clever local SSD sync 
to the main server could do the job to make the process faster?

jb


 On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com wrote:
 
 I'm loving working with Houdini, but sometimes it's just frustratingly slow. 
 Even with the new VDB tools, converting and caching everything out as volume 
 fields is a real drag.
 But then again the caching workflow is super-slick. I shudder at the thought 
 of all the time lost to the mysteries of ICE caching.
 
 On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com 
 mailto:nagv...@gmail.com wrote:
 I'm not getting anything out of posting this, except knowing I might save the 
 life of a fellow artist.
 
 So I spent the last year learning Maya, and got to a point where I can 
 compete against people straight out of collage.
 This got me a bit down, as I'm one of the more experienced softimage artists 
 here in South Africa.
 At the end of 2014 I realized that 3D is no longer fun if it all has to 
 happen in maya for me.
 My brain doesn't work the way maya works.
 I'm also not much of a clairvoyant, so predicting what I have to do now, just 
 in case the director asks for something in 2 weeks from now, lead to allot of 
 back tracking.
 
 At first I decided to learn Maya over houdini because of the price tag of 
 Houdini FX.
 It also seemed like I would exclude myself from bigger projects if I was one, 
 of only a few houdini artists around.
 Houdini indie, and indie engine has completely nullified these concerns.
 
 The perceived learning curve of houdini was also a bit of a concern to me.
 
 I started learning houdini 2 months ago, and I can do more with it, than I 
 can with Maya after a year.
 The first few days in houdini is pretty hard, but the whole package works as 
 one. Once you get your head around its fundamentals, doing something new is 
 fun and pretty easy.
 
 This might not be true for everyone here, but some of us needs a non 
 destructive open work flow.
 So if you guys haven't tried it yet, and if you are fed up with the whole 
 there is a script for that mentality... there is a sop for that
 
 G
 



Re: Crashing with unknown error message.

2015-03-19 Thread Morten Bartholdy
Hmm - does someone here know - is it possible to clone the alembic geometry
and bake it to shapes, effectively making the geometry local in the scene?

Morten






Den 19. marts 2015 kl. 13:45 skrev Leendert A. Hartog
hirazib...@live.nl:

 This won't help you any, I'm afraid (sorry),
 but, if I am reading this correctly, this appears to be a known issue
 with Alembic:
 https://code.google.com/p/alembic/issues/detail?id=336

 Greetz
 Leendert

 --

 Leendert A. Hartog AKA Hirazi Blue
 Administrator NOT the owner of si-community.com


Re: Very OT: for the love of your career.. try houdini

2015-03-19 Thread Ciaran Moloney
Network and hardware are fastest I've used. It's just the nature of the
work.
Volume data in my case is not very large, only a few Mb per frame. But,
e.g. to make useful collision fields from complex geometry often requires a
good bit of SOPs pre-processing. I get the impression that much of SOPs is
still not especially multithreaded.
DOPs is also very slow vs solvers of comparable classes (FumeFX,
Exocortex's Bullet, nCloth). But, that's generally OK since you can do so
much, much more with DOPs with a very low chance of things failing apart as
you scale up.

On Thu, Mar 19, 2015 at 1:09 PM, Jordi Bares Dominguez jordiba...@gmail.com
 wrote:

 Is this processing time or hardware time? (disks, network, etc..)

 Of course saving gigabytes per frame is slow but may be a clever local SSD
 sync to the main server could do the job to make the process faster?

 jb


 On 19 Mar 2015, at 12:56, Ciaran Moloney moloney.cia...@gmail.com wrote:

 I'm loving working with Houdini, but sometimes it's just frustratingly
 slow. Even with the new VDB tools, converting and caching everything out as
 volume fields is a real drag.
 But then again the caching workflow is super-slick. I shudder at the
 thought of all the time lost to the mysteries of ICE caching.

 On Tue, Mar 17, 2015 at 10:11 AM, Gerbrand Nel nagv...@gmail.com wrote:

 I'm not getting anything out of posting this, except knowing I might save
 the life of a fellow artist.

 So I spent the last year learning Maya, and got to a point where I can
 compete against people straight out of collage.
 This got me a bit down, as I'm one of the more experienced softimage
 artists here in South Africa.
 At the end of 2014 I realized that 3D is no longer fun if it all has to
 happen in maya for me.
 My brain doesn't work the way maya works.
 I'm also not much of a clairvoyant, so predicting what I have to do now,
 just in case the director asks for something in 2 weeks from now, lead to
 allot of back tracking.

 At first I decided to learn Maya over houdini because of the price tag of
 Houdini FX.
 It also seemed like I would exclude myself from bigger projects if I was
 one, of only a few houdini artists around.
 Houdini indie, and indie engine has completely nullified these concerns.

 The perceived learning curve of houdini was also a bit of a concern to me.

 I started learning houdini 2 months ago, and I can do more with it, than
 I can with Maya after a year.
 The first few days in houdini is pretty hard, but the whole package works
 as one. Once you get your head around its fundamentals, doing something new
 is fun and pretty easy.

 This might not be true for everyone here, but some of us needs a non
 destructive open work flow.
 So if you guys haven't tried it yet, and if you are fed up with the whole
 there is a script for that mentality... there is a sop for that

 G






Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge

Nope. Doesn't work.

On 3/19/2015 1:27 PM, Cristobal Infante wrote:

merge the curves, job done..





Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Cristobal Infante
get closest location  point-tangent. Use this as point velocity,

I did something like this with several curves and it was fine.

On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com wrote:

 closest location does not cut it when different curves overlap.  you will
 have to build a system using a unique curve ID and translate along each
 curve ID's using curve u instead.

 at least this way you could gracefully hand over particles between curves
 as it reaches the end of each segment.

 On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote:

 Thanks for the responses guys.

 I've continued with my brute force method for now because it gets the
 job done. It involves several Select Case nodes with 29 cases each
 though, so you can imagine why I was reluctant to string that up. :)

 I've tried the suggested approach, but I usually get a jump to the same
 curve over and over again when they overlap instead of continuing along
 their first curve.


 [image: Inline image 1]

 On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com
 wrote:

 Huh... works actually. I remember this not working before...  carry on
 never mind.

 Eric T.


 On 3/19/2015 12:25 PM, Eric Thivierge wrote:

 Closest location doesn't work with curves fed in with a group. It
 always uses the first one.

 Eric T.

 On 3/19/2015 12:23 PM, Grahame Fuller wrote:

 Greg, any details about not getting it to work on curves? As far as I
 know, it should.

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Thursday, March 19, 2015 12:02 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE emit particles and follow branching geometry

 Your best bet is to create a mesh from those curves and transfer the
 curve's tangent onto the mesh as a vector attribute.

 Emit from the curve but use the geo's attribute to set the direction.
 How Paul Smith's hair grooming stuff works essentially.

 Using a group of curves or even doing one curve at a time won't get a
 nice smooth result I don't think. You'll probably get popping.

 Eric T.
 On 3/19/2015 11:48 AM, Greg Punchatz wrote:
 Dave has got something worked out, but its not ideal.  He cannot get a
 group of curves to work, and is wiring up each one in by hand in the ICE
 tree.

 What he wants to do is emit an objects from one end of a curve and the
 have it follow the curve to the end.. but he wants to do this to a group 
 of
 curves.  He can make it work one curve at a time fine, he can wire the
 bizzilion curves up by hand but its not ideal.

 On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete
 r...@skynet.be wrote:
 I think you can get the closest point on a group of curves,
 get the point-tangent from there and use that (vector) as a force,
 combine to taste with turbulence, and perhaps a force pulling towards
 the curve (vector from point to closest point) for extra control.

 adding/removing curves to the group is all you’d need to do to add
 them to the simulation.
 hope this helps.



 From: Dave Siskmailto:d...@janimation.com
 Sent: Thursday, March 19, 2015 3:27 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.
 autodesk.com
 Subject: ICE emit particles and follow branching geometry

 Hi, I'm trying to create an effect with particles flowing from one
 several ends of branching geometry to another of several ends on the same
 geometry.

 Right now I'm working with Flow Along Curve and a bunch of
 partially-overlapping curves that go from one end to the other, but since
 ICE is pretty limited in what you can plug a geometry port into, I'm
 running into a LOT of duplication that makes adding or removing curves a
 labor intensive process.

 Is there another approach to this I should be trying?

 Thanks,
 Dave Sisk










Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
Like Rob said, you'll have to go the ID approach. If you know what 
particles should follow which curves its easy. If not, then you'll have 
to setup some logic.


Create a custom param set on each curves named the same thing, like 
curveData.

Then for each curve set a unique ID starting from 0.
Main branch should be 0. Then the next branches off of that should have 
higher numbers, and so on and so on.
When you emit your particles randomly (or with some logic) set an ID of 
the curve you want them to follow.


You could then get closest location on each curve, and test if the curve 
ID is greater than the one it started on. If so then you could use some 
state machines to switch states. It's going to be a complex tree I think 
no matter what.


Eric T.

On 3/19/2015 1:10 PM, Cristobal Infante wrote:

get closest location  point-tangent. Use this as point velocity,

I did something like this with several curves and it was fine.

On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com 
mailto:tekano@gmail.com wrote:


closest location does not cut it when different curves overlap.
 you will have to build a system using a unique curve ID and
translate along each curve ID's using curve u instead.

at least this way you could gracefully hand over particles between
curves as it reaches the end of each segment.

On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com
mailto:d...@janimation.com wrote:

Thanks for the responses guys.

I've continued with my brute force method for now because it
gets the job done. It involves several Select Case nodes
with 29 cases each though, so you can imagine why I was
reluctant to string that up. :)

I've tried the suggested approach, but I usually get a jump to
the same curve over and over again when they overlap instead
of continuing along their first curve.


Inline image 1

On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge
ethivie...@hybride.com mailto:ethivie...@hybride.com wrote:

Huh... works actually. I remember this not working
before...  carry on never mind.

Eric T.


On 3/19/2015 12:25 PM, Eric Thivierge wrote:

Closest location doesn't work with curves fed in with
a group. It always uses the first one.

Eric T.

On 3/19/2015 12:23 PM, Grahame Fuller wrote:

Greg, any details about not getting it to work on
curves? As far as I know, it should.

gray

From: softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com
mailto:softimage-boun...@listproc.autodesk.com]
On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow
branching geometry

Your best bet is to create a mesh from those
curves and transfer the curve's tangent onto the
mesh as a vector attribute.

Emit from the curve but use the geo's attribute to
set the direction. How Paul Smith's hair grooming
stuff works essentially.

Using a group of curves or even doing one curve at
a time won't get a nice smooth result I don't
think. You'll probably get popping.

Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not
ideal.  He cannot get a group of curves to work,
and is wiring up each one in by hand in the ICE tree.

What he wants to do is emit an objects from one
end of a curve and the have it follow the curve to
the end.. but he wants to do this to a group of
curves.  He can make it work one curve at a time
fine, he can wire the bizzilion curves up by hand
but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM,
pete...@skynet.be
mailto:pete...@skynet.bemailto:pete...@skynet.be 
mailto:pete...@skynet.be
wrote:
I think you can get the closest point on a group
of curves,
get the point-tangent from there and use that
(vector) as a force,
combine to taste with turbulence, and perhaps a
force 

Re: Maxon sets up shop in Montreal

2015-03-19 Thread Matt Lind

I think it was more of a statement of fact, not rain on parade.

But if you want some more background information, Alain was originally hired 
at Softimage to work on motion capture systems, but later was promoted to 
team lead for the Games group for Softimage|3D.  He wrote the original 
rendermap, 3D Paint/UV module, color reduction, many vertex color/polygon 
modeling tools for low level editing of meshes, and fixed a ton of bugs as 
he was one of the last to actively work on Softimage|3D code while everybody 
else was moved over to getting XSI v1.0 out the door.  He did Softimage|3D 
v4.0 almost by himself.  Needless to say, very talented and experienced lead 
now at Maxon.  Also a consummate professional who I had the pleasure of 
dealing with many a time.


Probably his best asset is his ability to put himself into the shoes of the 
customer and understand the impact a new tool or bug fix will have on the 
overall user experience, and prioritize accordingly.  When you worked with 
Alain, you could always see measurable fruits of that labor in the next 
release/service pack.



Matt





Date: Thu, 19 Mar 2015 10:36:21 -0500
From: Greg Punchatz g...@janimation.com
Subject: Re: Maxon sets up shop in Montreal
To: softimage@listproc.autodesk.com
softimage@listproc.autodesk.com

You don't have to rain on our imaginary parade Luc-Eric.

On Wed, Mar 18, 2015 at 5:22 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:


I don't know about that 5k number;  the potential Cinema4D/softimage
overlap is probably around 1500 seats total.

After SI|3D, Alain was working out of Japan in consulting and not
directly on the XSI product; he contributed the older user normal
editing tool that was in the netview.




Re: Crashing with unknown error message.

2015-03-19 Thread Morten Bartholdy
I see what you mean - that sucks cause I am on SiToA 2.8 :/

MB



Den 19. marts 2015 kl. 14:57 skrev Oscar Juarez
tridi.animei...@gmail.com:

 I've had that error before, and was something with arnold crashing, the
 alembic files were not really the cause of the error, and I only had it in
 the farm also, so maybe check your configuration for arnold on the farm, I
 can't remember exactly what was the culprit but it happened when I upgrade
 arnold. Here is also a thread that talks about this.
 
 https://groups.google.com/forum/#!topic/exocortex-alembic/j4FhGcVaToU
 https://groups.google.com/forum/#!topic/exocortex-alembic/j4FhGcVaToU
 
 On Thu, Mar 19, 2015 at 2:02 PM, Eric Thivierge  ethivie...@hybride.com
 mailto:ethivie...@hybride.com  wrote:
  Hopefully your geometry isn't that heavy...
 1. Select the mesh.
 2. Freeze Modeling (Make sure alembic topo op gets frozen)
 3. Use the Animate  Tools  Plot  Shape.
 4. Delete Alembic PolyMesh Op off of the mesh.
  Eric T.
  
  
  On 3/19/2015 8:58 AM, Morten Bartholdy wrote:
   Hmm - does someone here know - is it possible to clone the alembic
   geometry
   and bake it to shapes, effectively making the geometry local in the scene?
   
   Morten
   
   
   
   
   
   
   Den 19. marts 2015 kl. 13:45 skrev Leendert A. Hartog
   hirazib...@live.nl mailto:hirazib...@live.nl :
   
This won't help you any, I'm afraid (sorry),
but, if I am reading this correctly, this appears to be a known issue
with Alembic:
https://code.google.com/p/alembic/issues/detail?id=336
   https://code.google.com/p/alembic/issues/detail?id=336
   
Greetz
Leendert
   
--
   
Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com
http://si-community.com
   
   


ICE emit particles and follow branching geometry

2015-03-19 Thread Dave Sisk
Hi, I'm trying to create an effect with particles flowing from one several
ends of branching geometry to another of several ends on the same geometry.

Right now I'm working with Flow Along Curve and a bunch of
partially-overlapping curves that go from one end to the other, but since
ICE is pretty limited in what you can plug a geometry port into, I'm
running into a LOT of duplication that makes adding or removing curves a
labor intensive process.

Is there another approach to this I should be trying?

Thanks,
Dave Sisk


Okay, these are the kind of things that make me want to run away from maya (video)

2015-03-19 Thread Pierre Schiller
http://www.braverabbit.de/shapes/

I must accept this is a great solution to a common problem.
(Anyone got ,at the first reading, what this sentence means? Let´s break it
down):

*I must accept - *since SI is EOL
*this is a great solution - *speedy usual workflow on construction mode on
SI
*to a common -* which should be no problem on Maya
*problem -* is a biggie, until the release of this tool.

In addition:

*These are the kind of things that make me want to run away from maya,
since SI is*

*EOL and speedy usual workflow on construction mode on SI, which should be
no problem*
*on Maya IS a big deal, until the release of this tool.*

There, de-constructed.

I´m getting Maya mentality. Yey.


David.


RE: ICE emit particles and follow branching geometry

2015-03-19 Thread Grahame Fuller
Greg, any details about not getting it to work on curves? As far as I know, it 
should.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow branching geometry

Your best bet is to create a mesh from those curves and transfer the curve's 
tangent onto the mesh as a vector attribute.

Emit from the curve but use the geo's attribute to set the direction. How Paul 
Smith's hair grooming stuff works essentially.

Using a group of curves or even doing one curve at a time won't get a nice 
smooth result I don't think. You'll probably get popping.

Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not ideal.  He cannot get a group of 
curves to work, and is wiring up each one in by hand in the ICE tree.

What he wants to do is emit an objects from one end of a curve and the have it 
follow the curve to the end.. but he wants to do this to a group of curves.  He 
can make it work one curve at a time fine, he can wire the bizzilion curves up 
by hand but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete...@skynet.be 
wrote:
I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling towards the curve 
(vector from point to closest point) for extra control.

adding/removing curves to the group is all you’d need to do to add them to the 
simulation.
hope this helps.



From: Dave Siskmailto:d...@janimation.com
Sent: Thursday, March 19, 2015 3:27 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: ICE emit particles and follow branching geometry

Hi, I'm trying to create an effect with particles flowing from one several ends 
of branching geometry to another of several ends on the same geometry.

Right now I'm working with Flow Along Curve and a bunch of 
partially-overlapping curves that go from one end to the other, but since ICE 
is pretty limited in what you can plug a geometry port into, I'm running into a 
LOT of duplication that makes adding or removing curves a labor intensive 
process.

Is there another approach to this I should be trying?

Thanks,
Dave Sisk


attachment: winmail.dat

Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
Closest location doesn't work with curves fed in with a group. It always 
uses the first one.


Eric T.

On 3/19/2015 12:23 PM, Grahame Fuller wrote:

Greg, any details about not getting it to work on curves? As far as I know, it 
should.

gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow branching geometry

Your best bet is to create a mesh from those curves and transfer the curve's 
tangent onto the mesh as a vector attribute.

Emit from the curve but use the geo's attribute to set the direction. How Paul 
Smith's hair grooming stuff works essentially.

Using a group of curves or even doing one curve at a time won't get a nice 
smooth result I don't think. You'll probably get popping.

Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not ideal.  He cannot get a group of 
curves to work, and is wiring up each one in by hand in the ICE tree.

What he wants to do is emit an objects from one end of a curve and the have it 
follow the curve to the end.. but he wants to do this to a group of curves.  He 
can make it work one curve at a time fine, he can wire the bizzilion curves up 
by hand but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete...@skynet.be 
wrote:
I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling towards the curve 
(vector from point to closest point) for extra control.

adding/removing curves to the group is all you’d need to do to add them to the 
simulation.
hope this helps.



From: Dave Siskmailto:d...@janimation.com
Sent: Thursday, March 19, 2015 3:27 PM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: ICE emit particles and follow branching geometry

Hi, I'm trying to create an effect with particles flowing from one several ends 
of branching geometry to another of several ends on the same geometry.

Right now I'm working with Flow Along Curve and a bunch of 
partially-overlapping curves that go from one end to the other, but since ICE 
is pretty limited in what you can plug a geometry port into, I'm running into a 
LOT of duplication that makes adding or removing curves a labor intensive 
process.

Is there another approach to this I should be trying?

Thanks,
Dave Sisk







Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
Your best bet is to create a mesh from those curves and transfer the 
curve's tangent onto the mesh as a vector attribute.


Emit from the curve but use the geo's attribute to set the direction. 
How Paul Smith's hair grooming stuff works essentially.


Using a group of curves or even doing one curve at a time won't get a 
nice smooth result I don't think. You'll probably get popping.


Eric T.

On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not ideal.  He cannot get a 
group of curves to work, and is wiring up each one in by hand in the 
ICE tree.


What he wants to do is emit an objects from one end of a curve and the 
have it follow the curve to the end.. but he wants to do this to a 
group of curves.  He can make it work one curve at a time fine, he can 
wire the bizzilion curves up by hand but its not ideal.


On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.be 
mailto:pete...@skynet.be wrote:


I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling
towards the curve (vector from point to closest point) for extra
control.
adding/removing curves to the group is all you’d need to do to add
them to the simulation.
hope this helps.
*From:* Dave Sisk mailto:d...@janimation.com
*Sent:* Thursday, March 19, 2015 3:27 PM
*To:* softimage@listproc.autodesk.com
mailto:softimage@listproc.autodesk.com
*Subject:* ICE emit particles and follow branching geometry
Hi, I'm trying to create an effect with particles flowing from one
several ends of branching geometry to another of several ends on
the same geometry.
Right now I'm working with Flow Along Curve and a bunch of
partially-overlapping curves that go from one end to the other,
but since ICE is pretty limited in what you can plug a geometry
port into, I'm running into a LOT of duplication that makes adding
or removing curves a labor intensive process.
Is there another approach to this I should be trying?
Thanks,
Dave Sisk






Re: Maxon sets up shop in Montreal

2015-03-19 Thread Greg Punchatz
You don't have to rain on our imaginary parade Luc-Eric.

On Wed, Mar 18, 2015 at 5:22 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:

 I don't know about that 5k number;  the potential Cinema4D/softimage
 overlap is probably around 1500 seats total.

 After SI|3D, Alain was working out of Japan in consulting and not
 directly on the XSI product; he contributed the older user normal
 editing tool that was in the netview.

 On Wed, Mar 18, 2015 at 12:02 PM, Oliver Weingarten li...@pixelpanic.de
 wrote:
  ...maybe 15k potential users seems to be an inetresting amount for other
  companies than AD ;)
 
  ...fingers crossed somebody comes up with something coming even close to
  good old  XSI..!
 
  Am 18.03.2015 um 16:27 schrieb Stephan Haitz:
 
  Could it be there are set free quite other energies with the EOL of
  Softimage than intented?
 
  Am 18.03.2015 um 14:24 schrieb Ed Harriss:
 
  Maxon… as in Maxon Cinema4D?
 
  If so, exciting!
 
 
 
  I’ve been using C4D and it’s got some really, really great stuff but
 there
  are a few areas that could use some Softimage style love. ;)
 
  Regardless, we are working on integrating it into our pipeline.
 
  Ed
 
  From: softimage-boun...@listproc.autodesk.com
  [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Greg
 Punchatz
  Sent: Wednesday, March 18, 2015 9:14 AM
  To: softimage@listproc.autodesk.com
  Subject: Maxon sets up shop in Montreal
 
 
 
  Ex softie Alain Laferrière leading a new dev team :)
 
 
 




Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Greg Punchatz
Dave has got something worked out, but its not ideal.  He cannot get a
group of curves to work, and is wiring up each one in by hand in the ICE
tree.

What he wants to do is emit an objects from one end of a curve and the have
it follow the curve to the end.. but he wants to do this to a group of
curves.  He can make it work one curve at a time fine, he can wire the
bizzilion curves up by hand but its not ideal.

On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.be wrote:

   I think you can get the closest point on a group of curves,
 get the point-tangent from there and use that (vector) as a force,
 combine to taste with turbulence, and perhaps a force pulling towards the
 curve (vector from point to closest point) for extra control.

 adding/removing curves to the group is all you’d need to do to add them to
 the simulation.
 hope this helps.



  *From:* Dave Sisk d...@janimation.com
 *Sent:* Thursday, March 19, 2015 3:27 PM
 *To:* softimage@listproc.autodesk.com
 *Subject:* ICE emit particles and follow branching geometry

  Hi, I'm trying to create an effect with particles flowing from one
 several ends of branching geometry to another of several ends on the same
 geometry.

 Right now I'm working with Flow Along Curve and a bunch of
 partially-overlapping curves that go from one end to the other, but since
 ICE is pretty limited in what you can plug a geometry port into, I'm
 running into a LOT of duplication that makes adding or removing curves a
 labor intensive process.

 Is there another approach to this I should be trying?

 Thanks,
 Dave Sisk



Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Eric Thivierge
Huh... works actually. I remember this not working before...  carry on 
never mind.


Eric T.

On 3/19/2015 12:25 PM, Eric Thivierge wrote:
Closest location doesn't work with curves fed in with a group. It 
always uses the first one.


Eric T.

On 3/19/2015 12:23 PM, Grahame Fuller wrote:
Greg, any details about not getting it to work on curves? As far as I 
know, it should.


gray

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric 
Thivierge

Sent: Thursday, March 19, 2015 12:02 PM
To: softimage@listproc.autodesk.com
Subject: Re: ICE emit particles and follow branching geometry

Your best bet is to create a mesh from those curves and transfer the 
curve's tangent onto the mesh as a vector attribute.


Emit from the curve but use the geo's attribute to set the direction. 
How Paul Smith's hair grooming stuff works essentially.


Using a group of curves or even doing one curve at a time won't get a 
nice smooth result I don't think. You'll probably get popping.


Eric T.
On 3/19/2015 11:48 AM, Greg Punchatz wrote:
Dave has got something worked out, but its not ideal.  He cannot get 
a group of curves to work, and is wiring up each one in by hand in 
the ICE tree.


What he wants to do is emit an objects from one end of a curve and 
the have it follow the curve to the end.. but he wants to do this to 
a group of curves.  He can make it work one curve at a time fine, he 
can wire the bizzilion curves up by hand but its not ideal.


On Thu, Mar 19, 2015 at 9:50 AM, 
pete...@skynet.bemailto:pete...@skynet.be wrote:

I think you can get the closest point on a group of curves,
get the point-tangent from there and use that (vector) as a force,
combine to taste with turbulence, and perhaps a force pulling towards 
the curve (vector from point to closest point) for extra control.


adding/removing curves to the group is all you’d need to do to add 
them to the simulation.

hope this helps.



From: Dave Siskmailto:d...@janimation.com
Sent: Thursday, March 19, 2015 3:27 PM
To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com

Subject: ICE emit particles and follow branching geometry

Hi, I'm trying to create an effect with particles flowing from one 
several ends of branching geometry to another of several ends on the 
same geometry.


Right now I'm working with Flow Along Curve and a bunch of 
partially-overlapping curves that go from one end to the other, but 
since ICE is pretty limited in what you can plug a geometry port 
into, I'm running into a LOT of duplication that makes adding or 
removing curves a labor intensive process.


Is there another approach to this I should be trying?

Thanks,
Dave Sisk









Re: ICE emit particles and follow branching geometry

2015-03-19 Thread Dave Sisk
Thanks for the responses guys.

I've continued with my brute force method for now because it gets the job
done. It involves several Select Case nodes with 29 cases each though, so
you can imagine why I was reluctant to string that up. :)

I've tried the suggested approach, but I usually get a jump to the same
curve over and over again when they overlap instead of continuing along
their first curve.


[image: Inline image 1]

On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com
wrote:

 Huh... works actually. I remember this not working before...  carry on
 never mind.

 Eric T.


 On 3/19/2015 12:25 PM, Eric Thivierge wrote:

 Closest location doesn't work with curves fed in with a group. It always
 uses the first one.

 Eric T.

 On 3/19/2015 12:23 PM, Grahame Fuller wrote:

 Greg, any details about not getting it to work on curves? As far as I
 know, it should.

 gray

 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@
 listproc.autodesk.com] On Behalf Of Eric Thivierge
 Sent: Thursday, March 19, 2015 12:02 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: ICE emit particles and follow branching geometry

 Your best bet is to create a mesh from those curves and transfer the
 curve's tangent onto the mesh as a vector attribute.

 Emit from the curve but use the geo's attribute to set the direction.
 How Paul Smith's hair grooming stuff works essentially.

 Using a group of curves or even doing one curve at a time won't get a
 nice smooth result I don't think. You'll probably get popping.

 Eric T.
 On 3/19/2015 11:48 AM, Greg Punchatz wrote:
 Dave has got something worked out, but its not ideal.  He cannot get a
 group of curves to work, and is wiring up each one in by hand in the ICE
 tree.

 What he wants to do is emit an objects from one end of a curve and the
 have it follow the curve to the end.. but he wants to do this to a group of
 curves.  He can make it work one curve at a time fine, he can wire the
 bizzilion curves up by hand but its not ideal.

 On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete
 r...@skynet.be wrote:
 I think you can get the closest point on a group of curves,
 get the point-tangent from there and use that (vector) as a force,
 combine to taste with turbulence, and perhaps a force pulling towards
 the curve (vector from point to closest point) for extra control.

 adding/removing curves to the group is all you’d need to do to add them
 to the simulation.
 hope this helps.



 From: Dave Siskmailto:d...@janimation.com
 Sent: Thursday, March 19, 2015 3:27 PM
 To: softimage@listproc.autodesk.commailto:softimage@listproc.
 autodesk.com
 Subject: ICE emit particles and follow branching geometry

 Hi, I'm trying to create an effect with particles flowing from one
 several ends of branching geometry to another of several ends on the same
 geometry.

 Right now I'm working with Flow Along Curve and a bunch of
 partially-overlapping curves that go from one end to the other, but since
 ICE is pretty limited in what you can plug a geometry port into, I'm
 running into a LOT of duplication that makes adding or removing curves a
 labor intensive process.

 Is there another approach to this I should be trying?

 Thanks,
 Dave Sisk