Re: ICE Internal Cache

2016-02-26 Thread Bradley Gabe
Any reason you don't want to save to an external file? I used to create
point clouds just to store specific data sets to then use to drive another
simulation. For example, creating a volumetric cloud of vectors you could
visualize to drive another simulation.

On Fri, Feb 26, 2016 at 8:12 PM, Jeremie Passerin 
wrote:

> Hey guys,
>
> I'm not sure if there is many people left on that list to answer, but I
> thought I'll give it a shot.
>
> I was wondering if there is a way with ICE to cache point position per
> frame internaly without saving to file.
> I'm thinking maybe I could build an array of point position, and then read
> from that... not sure how to do that though.
>
> Any idea ?
>
> Thanks,
> Jeremie
>
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Re: ice strand grass

2016-02-26 Thread Kris Rivel
Yeah no go with hairs...so using ice. But now...I still quite figure out
how to get strand dynamics to play nice with instancing. Anyone have some
pointers? I have some nice strands blowing around but when I hook up my set
instance shape or particle shape, it basically seems to create an instance
at each segment on the strand! So they move around but only because they're
generated at each segment point. How can I get one instance to be applied
to one strand and bend with the strand like a chain? Any sample scenes or
vids that show how to do this?

Kris

On Wed, Feb 24, 2016 at 5:55 PM, Matt Morris  wrote:

> If you're using redshift you might be out of luck though, don't think they
> have deforming instance geo yet.
>
>
> On 24 February 2016 at 22:20, Kris Rivel  wrote:
>
>> Oh...I thought I would see it in the view...I'll have to try that then!
>> Thanks!
>>
>> Kris
>>
>> On Wed, Feb 24, 2016 at 4:36 PM, Rob Chapman 
>> wrote:
>>
>>> They do move, just not in the viewport, my old deforming flower field
>>> tutorial covers exactly this
>>> On 24 Feb 2016 21:20, "Kris Rivel"  wrote:
>>>
 Is it possible to deform geo instances along a strand? Creating some up
 close grass. I have some good geo meshes and want to instance them to the
 strands. They instance ok but they don't move with the animated strands.
 This possible?

 Kris

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ICE Internal Cache

2016-02-26 Thread Jeremie Passerin
Hey guys,

I'm not sure if there is many people left on that list to answer, but I
thought I'll give it a shot.

I was wondering if there is a way with ICE to cache point position per
frame internaly without saving to file.
I'm thinking maybe I could build an array of point position, and then read
from that... not sure how to do that though.

Any idea ?

Thanks,
Jeremie
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Re: City generator?

2016-02-26 Thread Francois Lord
CityEngine is amazing, but very expensive. We've used it several times
in the past. I think it now has some sort of link to Houdini to be able
to work procedurally directly in Houdini.

On 2016-02-25 10:11 AM, Morten Bartholdy wrote:
> Thanks Chris, but I am looking for something that allows for more
> irregular and
> organic looking cityscapes. I found the tool I was thinking of -
> unfortunately
> it was not ICE based:
>
> http://www.esri.com/software/cityengine
>
> https://www.youtube.com/watch?v=aFRqSJFp-I0
>
>
> Morten
>
>
>
> > Den 25. februar 2016 klokken 15:31 skrev Chris Marshall
> > :
> >
> >
> > I did this really simple one:-
> >
> > https://vimeo.com/5200892
> >
> >
> >
> > On 22 February 2016 at 13:00, Morten Bartholdy 
> wrote:
> >
> >> Thanks Sven - I will check that one out :)
> >>
> >> MB
> >>
> >>
> >>
> >>> Den 22. februar 2016 klokken 13:51 skrev Sven Constable
> >>> :
> >>>
> >>>
> >>> Theres also CityEngine. I have no clue about pricing.
> >>> http://www.esri.com/software/cityengine
> >>>
> >>>
> >>> -Original Message-
> >>> From: softimage-boun...@listproc.autodesk.com
> >>> [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> >>> Bartholdy
> >>> Sent: Monday, February 22, 2016 11:07 AM
> >>> To: Userlist, Softimage
> >>> Subject: City generator?
> >>>
> >>> I thought I once saw an ICE based City Generator system for XSI, but I
> >> might
> >>> be mistaken. I found two systems on rray.de/xsi which look a bit
> >> rudimentary
> >>> - I am looking for something that allow you to do road and cityblock
> >> layout
> >>> and position buildings procedurally based on that. Do any of you
> know of
> >> a
> >>> good system, even if not xsi based?
> >>>
> >>> Cheers
> >>> Morten
> >>> --
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> >>
> >
> >
> >
> > --
> > Chris Marshall
> > Mint Motion Limited
> > 029 20 37 27 57
> > 07730 533 115
> > www.mintmotion.co.uk
> > www.dot3d.com
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Re: -Camera. Frames issues

2016-02-26 Thread Christopher McCabe
Are you saying it looks good when you scrub the timeline, and only the
renders have the "skipping" issue? Are you animating the Focal Length of
the camera?



On Fri, Feb 26, 2016 at 4:46 PM, Eugene Flormata 
wrote:

> motion blur?
>
> On Fri, Feb 26, 2016 at 10:46 AM, Adam Sale  wrote:
>
>> Obvious thought, but what do your fcurves look like?
>>
>> On Fri, Feb 26, 2016 at 9:35 AM, Tenshi .  wrote:
>>
>>> Hi,
>>>
>>> hope you guys can help me on this.
>>>
>>> I have a little scene, the camera goes from 0 to 96(left to right) at
>>> 24fps, it's a logo close up, When i see it in the flipbook or in after
>>> effects there are some issues with the camera, i can't explain it, it's
>>> like it's missing frames but it's not that. Like the camera it's skipping
>>> some frames in the middle, i tried to convert the scene to 30fps, the
>>> camera movement looks better(more fluid) but even with that it seems it's
>>> skipping some frames.
>>>
>>> There's a way to fix this? maybe some camera settings? btw I'm using the
>>> default perspective camera. Using sitoa for Render.
>>>
>>>
>>> thanks in adv.
>>>
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
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Re: -Camera. Frames issues

2016-02-26 Thread Eugene Flormata
motion blur?

On Fri, Feb 26, 2016 at 10:46 AM, Adam Sale  wrote:

> Obvious thought, but what do your fcurves look like?
>
> On Fri, Feb 26, 2016 at 9:35 AM, Tenshi .  wrote:
>
>> Hi,
>>
>> hope you guys can help me on this.
>>
>> I have a little scene, the camera goes from 0 to 96(left to right) at
>> 24fps, it's a logo close up, When i see it in the flipbook or in after
>> effects there are some issues with the camera, i can't explain it, it's
>> like it's missing frames but it's not that. Like the camera it's skipping
>> some frames in the middle, i tried to convert the scene to 30fps, the
>> camera movement looks better(more fluid) but even with that it seems it's
>> skipping some frames.
>>
>> There's a way to fix this? maybe some camera settings? btw I'm using the
>> default perspective camera. Using sitoa for Render.
>>
>>
>> thanks in adv.
>>
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Re: Curve Flow question

2016-02-26 Thread Cristobal Infante
they are still going, they created woodblock two years ago as the
production company..

On Friday, 26 February 2016, Olivier Jeannel  wrote:

> I don't know for Polynoid as directors. Now they have a structure named
> Woodblock, I have no idea if they are still on XSI.
> Monophyl , the coolest blog ever, is gone ...sadly.
>
> On Fri, Feb 26, 2016 at 6:53 PM, Steven Caron  > wrote:
>
>> Polynoid is no longer in business?
>>
>> On Fri, Feb 26, 2016 at 3:25 AM, Olivier Jeannel > > wrote:
>>
>>> Polynoid did this when we were alive:
>>>
>>>
>>>
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Default Shaderball output Port

2016-02-26 Thread Stephan Woermann
Hi all,
is there any one who knows, how to get the option wich output is rendered
in the shaderball preview for multi output shades in c++?

I can get the shaderball options with:

*ShaderDef** sDef( Shader.GetShaderDef() );*
*ShaderballOptions options( sDef**.GetShaderballOptions() );*


With this i can get the default background (checkerboard,...), the model
(apple,...), the dimension and others, but not what i need.
What i need is the port from the shaderball render output, to see in the
image.

I think the *ShaderballOptions *are made for the floating shaderball
preview and not for the rendertree shaderball options.
Mabye anyone have a tip to get the value i need.

Thanks,
Stephan
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Re: -Camera. Frames issues

2016-02-26 Thread Adam Sale
Obvious thought, but what do your fcurves look like?

On Fri, Feb 26, 2016 at 9:35 AM, Tenshi .  wrote:

> Hi,
>
> hope you guys can help me on this.
>
> I have a little scene, the camera goes from 0 to 96(left to right) at
> 24fps, it's a logo close up, When i see it in the flipbook or in after
> effects there are some issues with the camera, i can't explain it, it's
> like it's missing frames but it's not that. Like the camera it's skipping
> some frames in the middle, i tried to convert the scene to 30fps, the
> camera movement looks better(more fluid) but even with that it seems it's
> skipping some frames.
>
> There's a way to fix this? maybe some camera settings? btw I'm using the
> default perspective camera. Using sitoa for Render.
>
>
> thanks in adv.
>
> --
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Re: Curve Flow question

2016-02-26 Thread Olivier Jeannel
I don't know for Polynoid as directors. Now they have a structure named
Woodblock, I have no idea if they are still on XSI.
Monophyl , the coolest blog ever, is gone ...sadly.

On Fri, Feb 26, 2016 at 6:53 PM, Steven Caron  wrote:

> Polynoid is no longer in business?
>
> On Fri, Feb 26, 2016 at 3:25 AM, Olivier Jeannel 
> wrote:
>
>> Polynoid did this when we were alive:
>>
>>
>>
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Re: Curve Flow question

2016-02-26 Thread Steven Caron
Polynoid is no longer in business?

On Fri, Feb 26, 2016 at 3:25 AM, Olivier Jeannel 
wrote:

> Polynoid did this when we were alive:
>
>
>
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-Camera. Frames issues

2016-02-26 Thread Tenshi .
Hi,

hope you guys can help me on this.

I have a little scene, the camera goes from 0 to 96(left to right) at
24fps, it's a logo close up, When i see it in the flipbook or in after
effects there are some issues with the camera, i can't explain it, it's
like it's missing frames but it's not that. Like the camera it's skipping
some frames in the middle, i tried to convert the scene to 30fps, the
camera movement looks better(more fluid) but even with that it seems it's
skipping some frames.

There's a way to fix this? maybe some camera settings? btw I'm using the
default perspective camera. Using sitoa for Render.


thanks in adv.
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Re: Curve Flow question

2016-02-26 Thread elhemp
For a current project I modified the Flow Along Curve compound a little  
bit. Maybe it helps. Combining with Rotate Around Curve and Turbulence  
should be possible in a simulated ICE tree.


Cheers,
Stephan

Am 26.02.2016, 12:20 Uhr, schrieb Mladen Kevic :


Hi everyone

is there a way to have some more control with Flow Along Curve? like  
rotating around that same curve, or have slight turbulence on motion?
Whatever i use besides Flow Along Curve, it overrides it and just flow  
is applied. If i reduce weight of that node, it don't follow curve  
anymore over the >time and distance. In some cases i solve it by adding  
mesh that will bounce the particle back into curve radius, but it's not  
always accurate and i don't get >clean results.



one of example what i looking for is something similar like maya "Create  
Curve Flow" (i know that that system use multiple goals to achieve that)


thanks,
Mladen

Flow Along Curve.1.5.xsicompound
Description: Binary data
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Re: 1 texture per polygon

2016-02-26 Thread Olivier Jeannel
Woa ! Super tool !

On Fri, Feb 26, 2016 at 5:20 PM, pedro santos  wrote:

> Try this one :)
>
> Compound: https://app.box.com/s/ktbzlozzx5ynzmk2yxmp2kk9vbla2hnv
> Quick Video: https://app.box.com/s/b1f1lf5ze4jbr5ahtk3gxs59542cvruc
>
> Cheers
>
> On Fri, Feb 26, 2016 at 10:10 AM, Olivier Jeannel 
> wrote:
>
>> And the compound made possible with the generous help from pedro santos :)
>>
>> It's pretty straight forward, works with quads only.
>> It can produce crossed quads in the uv if the polymesh has its vertexid
>> changed. Works better with a fresh extrated polymesh.
>> It is more for learning purpose I'd say...
>>
>>
>> On Fri, Feb 26, 2016 at 11:05 AM, Olivier Jeannel > > wrote:
>>
>>> [image: Inline image 1]
>>>
>>> On Fri, Feb 26, 2016 at 10:39 AM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Let me know if you need it.

 On Thu, Feb 25, 2016 at 10:16 PM, Jason S 
 wrote:

>
> This script can be useful for having one image file per UV which can
> also have it's benefits,
> as you can have an arbitrary and easy to setup image sequence of
> images which each UV can pick from, which can also be easier to manage and
> replace sources than having generate one big source image file, but I 
> guess
> it can depend on the end goal.
>
>
>
> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> I solved the UV with a python script (attached) from  Piotrek
>> Marczak. Wish I could do it in ICE...
>> Now I'm fighting to have one picture per polygon index :/
>> If someone has something
>>
>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
>> wrote:
>>
>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>
>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
>>> wrote:
>>>
 Hmmm I've done that the other day, but in LightWave... ahaha

 I basically transformed the UV coordinates per polygon based on
 it's index to fit a grid of images. insteading of having separate image
 files.. Can you do it in ICE... dunno, never tried it x)

 Good luck



 On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Hi there,
>
> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
> I'd like to have one picture applied per polygon of a polymesh.
> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes 
> to
> polygon2, )
> - How do I set the UVs ?
> - How do I tell the Shader to pick one image according to the
> Polygon ID ?
>
> I can do it with particles, but I would like to do it with
> polygons.
>
> I'm sure someone already did this ...
>
> Thank you !
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
> subject, and reply to confirm.
>



 --



 * -- [image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] 
 Pedro
 Alpiarça dos Santos  >>  http://probiner.xyz/ 
  *

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> * -- [image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] 
>>> Pedro
>>> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>>>  *
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>> --
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>> subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> * -- [image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>  *
>
>
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Re: 1 texture per polygon

2016-02-26 Thread pedro santos
Try this one :)

Compound: https://app.box.com/s/ktbzlozzx5ynzmk2yxmp2kk9vbla2hnv
Quick Video: https://app.box.com/s/b1f1lf5ze4jbr5ahtk3gxs59542cvruc

Cheers

On Fri, Feb 26, 2016 at 10:10 AM, Olivier Jeannel 
wrote:

> And the compound made possible with the generous help from pedro santos :)
>
> It's pretty straight forward, works with quads only.
> It can produce crossed quads in the uv if the polymesh has its vertexid
> changed. Works better with a fresh extrated polymesh.
> It is more for learning purpose I'd say...
>
>
> On Fri, Feb 26, 2016 at 11:05 AM, Olivier Jeannel 
> wrote:
>
>> [image: Inline image 1]
>>
>> On Fri, Feb 26, 2016 at 10:39 AM, Olivier Jeannel > > wrote:
>>
>>> Let me know if you need it.
>>>
>>> On Thu, Feb 25, 2016 at 10:16 PM, Jason S  wrote:
>>>

 This script can be useful for having one image file per UV which can
 also have it's benefits,
 as you can have an arbitrary and easy to setup image sequence of images
 which each UV can pick from, which can also be easier to manage and replace
 sources than having generate one big source image file, but I guess it can
 depend on the end goal.



 On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> I solved the UV with a python script (attached) from  Piotrek Marczak.
> Wish I could do it in ICE...
> Now I'm fighting to have one picture per polygon index :/
> If someone has something
>
> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
> wrote:
>
>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>
>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
>> wrote:
>>
>>> Hmmm I've done that the other day, but in LightWave... ahaha
>>>
>>> I basically transformed the UV coordinates per polygon based on it's
>>> index to fit a grid of images. insteading of having separate image 
>>> files..
>>> Can you do it in ICE... dunno, never tried it x)
>>>
>>> Good luck
>>>
>>>
>>>
>>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>>> facialdel...@gmail.com> wrote:
>>>
 Hi there,

 Imagine I have a collection of 100 pictures, numbered from 0 to 99.
 I'd like to have one picture applied per polygon of a polymesh.
 (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
 polygon2, )
 - How do I set the UVs ?
 - How do I tell the Shader to pick one image according to the
 Polygon ID ?

 I can do it with particles, but I would like to do it with polygons.

 I'm sure someone already did this ...

 Thank you !

 --
 Softimage Mailing List.
 To unsubscribe, send a mail to
 softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
 subject, and reply to confirm.

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> * -- [image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] 
>>> Pedro
>>> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>>>  *
>>>
>>
>>
>>
>> --
>>
>>
>>
>> * -- [image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
>> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>>  *
>>
>> --
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>
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 --



 * -- [image:
 http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
 Alpiarça dos Santos  >>  http://probiner.xyz/ 
  *


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>>>
>>>
>>
>
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Re: modo 901 off topic

2016-02-26 Thread Mikael Pettersén
I've actually enjoyed my experience with Modo so far. If you are interested
in rigging and how it compares with other software, then this modcast might
be of interest to you:
http://community.thefoundry.co.uk/modcast/audio.aspx?id=312

On Fri, Feb 26, 2016 at 11:24 AM, Eugene Flormata 
wrote:

> maybe the old ones? is there no improvement in 901?
>
> On Fri, Feb 26, 2016 at 3:22 AM, Rob Wuijster  wrote:
>
>> My feeling is that Modo is even worse than C4D when it comes to more
>> complex rigging.
>> It all starts to fall down very quickly after a certain point, and
>> playback speed and interaction disappears.
>>
>> Rob
>>
>>
>> --
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>>
>
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Re: Curve Flow question

2016-02-26 Thread Mladen Kevic
great, thanks, exactly what i need

On Fri, Feb 26, 2016 at 12:25 PM, Olivier Jeannel 
wrote:

> Polynoid did this when we were alive:
>
>
> https://drive.google.com/file/d/0B1QqhXD7Y15qVFdDZGdCUlNWQWs/view?usp=sharing
>
> On Fri, Feb 26, 2016 at 12:20 PM, Mladen Kevic 
> wrote:
>
>> Hi everyone
>>
>> is there a way to have some more control with Flow Along Curve? like
>> rotating around that same curve, or have slight turbulence on motion?
>> Whatever i use besides Flow Along Curve, it overrides it and just flow is
>> applied. If i reduce weight of that node, it don't follow curve anymore
>> over the time and distance. In some cases i solve it by adding mesh that
>> will bounce the particle back into curve radius, but it's not always
>> accurate and i don't get clean results.
>>
>>
>> one of example what i looking for is something similar like maya "Create
>> Curve Flow" (i know that that system use multiple goals to achieve that)
>>
>> thanks,
>> Mladen
>>
>>
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: modo 901 off topic

2016-02-26 Thread Eugene Flormata
maybe the old ones? is there no improvement in 901?

On Fri, Feb 26, 2016 at 3:22 AM, Rob Wuijster  wrote:

> My feeling is that Modo is even worse than C4D when it comes to more
> complex rigging.
> It all starts to fall down very quickly after a certain point, and
> playback speed and interaction disappears.
>
> Rob
>
>
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Re: Curve Flow question

2016-02-26 Thread Olivier Jeannel
Polynoid did this when we were alive:

https://drive.google.com/file/d/0B1QqhXD7Y15qVFdDZGdCUlNWQWs/view?usp=sharing

On Fri, Feb 26, 2016 at 12:20 PM, Mladen Kevic 
wrote:

> Hi everyone
>
> is there a way to have some more control with Flow Along Curve? like
> rotating around that same curve, or have slight turbulence on motion?
> Whatever i use besides Flow Along Curve, it overrides it and just flow is
> applied. If i reduce weight of that node, it don't follow curve anymore
> over the time and distance. In some cases i solve it by adding mesh that
> will bounce the particle back into curve radius, but it's not always
> accurate and i don't get clean results.
>
>
> one of example what i looking for is something similar like maya "Create
> Curve Flow" (i know that that system use multiple goals to achieve that)
>
> thanks,
> Mladen
>
>
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
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Re: modo 901 off topic

2016-02-26 Thread Rob Wuijster
My feeling is that Modo is even worse than C4D when it comes to more 
complex rigging.
It all starts to fall down very quickly after a certain point, and 
playback speed and interaction disappears.



Rob

\/-\/\/

On 26-2-2016 12:09, Busty kelp wrote:

Modo is just about to get Fabric Engine, which will add a lot to its 
capabilities regarding rigging and deformation etc.
Modo isn't very fast at evaluating deforms, from my experience, but I am a 
novice with it so can't add much else of value.

Sent from my iPad


On 26 Feb 2016, at 10:02, Eugene Flormata  wrote:

was just at a VR talk and a foundry guy came to talk about modo 901
showed the new viewport and how it works with a pretty much 1:1 unreal shader , 
with custom shaders and unity shaders planned in the works.

was just wondering from XSI pov'ers thoughts on the rigging/ animation for the 
newest modo stuff, non-linear as xsi's stack?

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Curve Flow question

2016-02-26 Thread Mladen Kevic
Hi everyone

is there a way to have some more control with Flow Along Curve? like
rotating around that same curve, or have slight turbulence on motion?
Whatever i use besides Flow Along Curve, it overrides it and just flow is
applied. If i reduce weight of that node, it don't follow curve anymore
over the time and distance. In some cases i solve it by adding mesh that
will bounce the particle back into curve radius, but it's not always
accurate and i don't get clean results.


one of example what i looking for is something similar like maya "Create
Curve Flow" (i know that that system use multiple goals to achieve that)

thanks,
Mladen
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Re: modo 901 off topic

2016-02-26 Thread Busty kelp
Modo is just about to get Fabric Engine, which will add a lot to its 
capabilities regarding rigging and deformation etc.
Modo isn't very fast at evaluating deforms, from my experience, but I am a 
novice with it so can't add much else of value.

Sent from my iPad

> On 26 Feb 2016, at 10:02, Eugene Flormata  wrote:
> 
> was just at a VR talk and a foundry guy came to talk about modo 901
> showed the new viewport and how it works with a pretty much 1:1 unreal shader 
> , with custom shaders and unity shaders planned in the works.
> 
> was just wondering from XSI pov'ers thoughts on the rigging/ animation for 
> the newest modo stuff, non-linear as xsi's stack?
> 
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Re: City generator?

2016-02-26 Thread Morten Bartholdy
I saw these too and as you say, none are XSI based. Of course if they are not
very expensive and fairly easy to pick up and use they become useful options.
Actually the Vue CityEngine caught my eye, as I know Vue and the price looks
right. It seems to have vanished from their store though :/

MB


> Den 25. februar 2016 klokken 17:49 skrev Ed Manning :
> 
> 
> And holy crap, if you Google "procedural City" there's a lot out there!
> Probably not much using Softimage, but maybe something cheap -- there seem
> to be Unity plug-ins for it.
> 
> https://www.google.com/search?q=procedural+city=X=1C1CHFX_enUS657US657=2=1187=1014=isch=u=univ=0ahUKEwj09eD6rpPLAhUJez4KHZY4DhIQsAQIHA
> 
> 
> On Thu, Feb 25, 2016 at 11:44 AM, Ed Manning  wrote:
> 
> > You could also try reaching out to Christian Gotzinger, who did this
> > several years ago now  :
> >
> > https://vimeo.com/40777017
> >
> >
> > On Thu, Feb 25, 2016 at 11:34 AM, Ed Manning  wrote:
> >
> >> found this on rray.de/xsi:
> >>
> >> http://www.paoloemilioselva.it/citygenerator.html
> >>
> >>
> >>
> >> On Thu, Feb 25, 2016 at 10:11 AM, Morten Bartholdy 
> >> wrote:
> >>
> >>> Thanks Chris, but I am looking for something that allows for more
> >>> irregular and
> >>> organic looking cityscapes. I found the tool I was thinking of -
> >>> unfortunately
> >>> it was not ICE based:
> >>>
> >>> http://www.esri.com/software/cityengine
> >>>
> >>> https://www.youtube.com/watch?v=aFRqSJFp-I0
> >>>
> >>>
> >>> Morten
> >>>
> >>>
> >>>
> >>> > Den 25. februar 2016 klokken 15:31 skrev Chris Marshall
> >>> > :
> >>> >
> >>> >
> >>> > I did this really simple one:-
> >>> >
> >>> > https://vimeo.com/5200892
> >>> >
> >>> >
> >>> >
> >>> > On 22 February 2016 at 13:00, Morten Bartholdy 
> >>> wrote:
> >>> >
> >>> > > Thanks Sven - I will check that one out :)
> >>> > >
> >>> > > MB
> >>> > >
> >>> > >
> >>> > >
> >>> > > > Den 22. februar 2016 klokken 13:51 skrev Sven Constable
> >>> > > > :
> >>> > > >
> >>> > > >
> >>> > > > Theres also CityEngine. I have no clue about pricing.
> >>> > > > http://www.esri.com/software/cityengine
> >>> > > >
> >>> > > >
> >>> > > > -Original Message-
> >>> > > > From: softimage-boun...@listproc.autodesk.com
> >>> > > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
> >>> Morten
> >>> > > > Bartholdy
> >>> > > > Sent: Monday, February 22, 2016 11:07 AM
> >>> > > > To: Userlist, Softimage
> >>> > > > Subject: City generator?
> >>> > > >
> >>> > > > I thought I once saw an ICE based City Generator system for XSI,
> >>> but I
> >>> > > might
> >>> > > > be mistaken. I found two systems on rray.de/xsi which look a bit
> >>> > > rudimentary
> >>> > > > - I am looking for something that allow you to do road and
> >>> cityblock
> >>> > > layout
> >>> > > > and position buildings procedurally based on that. Do any of you
> >>> know of
> >>> > > a
> >>> > > > good system, even if not xsi based?
> >>> > > >
> >>> > > > Cheers
> >>> > > > Morten
> >>> > > > --
> >>> > > > Softimage Mailing List.
> >>> > > > To unsubscribe, send a mail to
> >>> softimage-requ...@listproc.autodesk.com
> >>> > > with
> >>> > > > "unsubscribe" in the subject, and reply to confirm.
> >>> > > >
> >>> > > > --
> >>> > > > Softimage Mailing List.
> >>> > > > To unsubscribe, send a mail to
> >>> softimage-requ...@listproc.autodesk.com
> >>> > > with
> >>> > > > "unsubscribe" in the subject, and reply to confirm.
> >>> > > --
> >>> > > Softimage Mailing List.
> >>> > > To unsubscribe, send a mail to
> >>> softimage-requ...@listproc.autodesk.com
> >>> > > with "unsubscribe" in the subject, and reply to confirm.
> >>> > >
> >>> >
> >>> >
> >>> >
> >>> > --
> >>> > Chris Marshall
> >>> > Mint Motion Limited
> >>> > 029 20 37 27 57
> >>> > 07730 533 115
> >>> > www.mintmotion.co.uk
> >>> > www.dot3d.com
> >>> > --
> >>> > Softimage Mailing List.
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> >>> with
> >>> > "unsubscribe" in the subject, and reply to confirm.
> >>> --
> >>> Softimage Mailing List.
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> >>> with "unsubscribe" in the subject, and reply to confirm.
> >>>
> >>
> >>
> >
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Re: City generator?

2016-02-26 Thread Morten Bartholdy
This is probably what I sort of remembered seeing at one point. Too bad
Goetzinger never made it available - I guess he didn't have time to finish it
for release or his employer did not allow sharing.

Thanks for the pointer. It would be awesome to have available.


Morten




> Den 25. februar 2016 klokken 17:44 skrev Ed Manning :
> 
> 
> You could also try reaching out to Christian Gotzinger, who did this
> several years ago now  :
> 
> https://vimeo.com/40777017
> 
> 
> On Thu, Feb 25, 2016 at 11:34 AM, Ed Manning  wrote:
> 
> > found this on rray.de/xsi:
> >
> > http://www.paoloemilioselva.it/citygenerator.html
> >
> >
> >
> > On Thu, Feb 25, 2016 at 10:11 AM, Morten Bartholdy 
> > wrote:
> >
> >> Thanks Chris, but I am looking for something that allows for more
> >> irregular and
> >> organic looking cityscapes. I found the tool I was thinking of -
> >> unfortunately
> >> it was not ICE based:
> >>
> >> http://www.esri.com/software/cityengine
> >>
> >> https://www.youtube.com/watch?v=aFRqSJFp-I0
> >>
> >>
> >> Morten
> >>
> >>
> >>
> >> > Den 25. februar 2016 klokken 15:31 skrev Chris Marshall
> >> > :
> >> >
> >> >
> >> > I did this really simple one:-
> >> >
> >> > https://vimeo.com/5200892
> >> >
> >> >
> >> >
> >> > On 22 February 2016 at 13:00, Morten Bartholdy 
> >> wrote:
> >> >
> >> > > Thanks Sven - I will check that one out :)
> >> > >
> >> > > MB
> >> > >
> >> > >
> >> > >
> >> > > > Den 22. februar 2016 klokken 13:51 skrev Sven Constable
> >> > > > :
> >> > > >
> >> > > >
> >> > > > Theres also CityEngine. I have no clue about pricing.
> >> > > > http://www.esri.com/software/cityengine
> >> > > >
> >> > > >
> >> > > > -Original Message-
> >> > > > From: softimage-boun...@listproc.autodesk.com
> >> > > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of
> >> Morten
> >> > > > Bartholdy
> >> > > > Sent: Monday, February 22, 2016 11:07 AM
> >> > > > To: Userlist, Softimage
> >> > > > Subject: City generator?
> >> > > >
> >> > > > I thought I once saw an ICE based City Generator system for XSI,
> >> but I
> >> > > might
> >> > > > be mistaken. I found two systems on rray.de/xsi which look a bit
> >> > > rudimentary
> >> > > > - I am looking for something that allow you to do road and cityblock
> >> > > layout
> >> > > > and position buildings procedurally based on that. Do any of you
> >> know of
> >> > > a
> >> > > > good system, even if not xsi based?
> >> > > >
> >> > > > Cheers
> >> > > > Morten
> >> > > > --
> >> > > > Softimage Mailing List.
> >> > > > To unsubscribe, send a mail to
> >> softimage-requ...@listproc.autodesk.com
> >> > > with
> >> > > > "unsubscribe" in the subject, and reply to confirm.
> >> > > >
> >> > > > --
> >> > > > Softimage Mailing List.
> >> > > > To unsubscribe, send a mail to
> >> softimage-requ...@listproc.autodesk.com
> >> > > with
> >> > > > "unsubscribe" in the subject, and reply to confirm.
> >> > > --
> >> > > Softimage Mailing List.
> >> > > To unsubscribe, send a mail to
> >> softimage-requ...@listproc.autodesk.com
> >> > > with "unsubscribe" in the subject, and reply to confirm.
> >> > >
> >> >
> >> >
> >> >
> >> > --
> >> > Chris Marshall
> >> > Mint Motion Limited
> >> > 029 20 37 27 57
> >> > 07730 533 115
> >> > www.mintmotion.co.uk
> >> > www.dot3d.com
> >> > --
> >> > Softimage Mailing List.
> >> > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> >> with
> >> > "unsubscribe" in the subject, and reply to confirm.
> >> --
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> >> with "unsubscribe" in the subject, and reply to confirm.
> >>
> >
> >
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Re: 1 texture per polygon

2016-02-26 Thread Olivier Jeannel
And the compound made possible with the generous help from pedro santos :)

It's pretty straight forward, works with quads only.
It can produce crossed quads in the uv if the polymesh has its vertexid
changed. Works better with a fresh extrated polymesh.
It is more for learning purpose I'd say...


On Fri, Feb 26, 2016 at 11:05 AM, Olivier Jeannel 
wrote:

> [image: Inline image 1]
>
> On Fri, Feb 26, 2016 at 10:39 AM, Olivier Jeannel 
> wrote:
>
>> Let me know if you need it.
>>
>> On Thu, Feb 25, 2016 at 10:16 PM, Jason S  wrote:
>>
>>>
>>> This script can be useful for having one image file per UV which can
>>> also have it's benefits,
>>> as you can have an arbitrary and easy to setup image sequence of images
>>> which each UV can pick from, which can also be easier to manage and replace
>>> sources than having generate one big source image file, but I guess it can
>>> depend on the end goal.
>>>
>>>
>>>
>>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel >> > wrote:
>>>
 I solved the UV with a python script (attached) from  Piotrek Marczak.
 Wish I could do it in ICE...
 Now I'm fighting to have one picture per polygon index :/
 If someone has something

 On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
 wrote:

> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>
> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
> wrote:
>
>> Hmmm I've done that the other day, but in LightWave... ahaha
>>
>> I basically transformed the UV coordinates per polygon based on it's
>> index to fit a grid of images. insteading of having separate image 
>> files..
>> Can you do it in ICE... dunno, never tried it x)
>>
>> Good luck
>>
>>
>>
>> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
>> facialdel...@gmail.com> wrote:
>>
>>> Hi there,
>>>
>>> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>>> I'd like to have one picture applied per polygon of a polymesh.
>>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
>>> polygon2, )
>>> - How do I set the UVs ?
>>> - How do I tell the Shader to pick one image according to the
>>> Polygon ID ?
>>>
>>> I can do it with particles, but I would like to do it with polygons.
>>>
>>> I'm sure someone already did this ...
>>>
>>> Thank you !
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to
>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>>
>> --
>>
>>
>>
>> * -- [image:
>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
>> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>>  *
>>
>
>
>
> --
>
>
>
> * -- [image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>  *
>
> --
> Softimage Mailing List.
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> with "unsubscribe" in the subject, and reply to confirm.
>


 --
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 with "unsubscribe" in the subject, and reply to confirm.

>>>
>>>
>>>
>>> --
>>>
>>>
>>>
>>> * -- [image:
>>> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif] Pedro
>>> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>>>  *
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
>>> "unsubscribe" in the subject, and reply to confirm.
>>>
>>>
>>>
>>>
>>> --
>>> Softimage Mailing List.
>>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>>> with "unsubscribe" in the subject, and reply to confirm.
>>>
>>
>>
>


Zero_to_One_UVs.xsicompound
Description: Binary data
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Re: 1 texture per polygon

2016-02-26 Thread Olivier Jeannel
[image: Inline image 1]

On Fri, Feb 26, 2016 at 10:39 AM, Olivier Jeannel 
wrote:

> Let me know if you need it.
>
> On Thu, Feb 25, 2016 at 10:16 PM, Jason S  wrote:
>
>>
>> This script can be useful for having one image file per UV which can also
>> have it's benefits,
>> as you can have an arbitrary and easy to setup image sequence of images
>> which each UV can pick from, which can also be easier to manage and replace
>> sources than having generate one big source image file, but I guess it can
>> depend on the end goal.
>>
>>
>>
>> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel 
>> wrote:
>>
>>> I solved the UV with a python script (attached) from  Piotrek Marczak.
>>> Wish I could do it in ICE...
>>> Now I'm fighting to have one picture per polygon index :/
>>> If someone has something
>>>
>>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos 
>>> wrote:
>>>
 https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv

 On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
 wrote:

> Hmmm I've done that the other day, but in LightWave... ahaha
>
> I basically transformed the UV coordinates per polygon based on it's
> index to fit a grid of images. insteading of having separate image files..
> Can you do it in ICE... dunno, never tried it x)
>
> Good luck
>
>
>
> On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
> facialdel...@gmail.com> wrote:
>
>> Hi there,
>>
>> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
>> I'd like to have one picture applied per polygon of a polymesh.
>> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
>> polygon2, )
>> - How do I set the UVs ?
>> - How do I tell the Shader to pick one image according to the Polygon
>> ID ?
>>
>> I can do it with particles, but I would like to do it with polygons.
>>
>> I'm sure someone already did this ...
>>
>> Thank you !
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to
>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> * -- [image:
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> Alpiarça dos Santos  >>  http://probiner.xyz/ 
>  *
>



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modo 901 off topic

2016-02-26 Thread Eugene Flormata
was just at a VR talk and a foundry guy came to talk about modo 901
showed the new viewport and how it works with a pretty much 1:1 unreal
shader , with custom shaders and unity shaders planned in the works.

was just wondering from XSI pov'ers thoughts on the rigging/ animation for
the newest modo stuff, non-linear as xsi's stack?
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Re: 1 texture per polygon

2016-02-26 Thread Olivier Jeannel
Let me know if you need it.

On Thu, Feb 25, 2016 at 10:16 PM, Jason S  wrote:

>
> This script can be useful for having one image file per UV which can also
> have it's benefits,
> as you can have an arbitrary and easy to setup image sequence of images
> which each UV can pick from, which can also be easier to manage and replace
> sources than having generate one big source image file, but I guess it can
> depend on the end goal.
>
>
>
> On Wed, Feb 24, 2016 at 2:54 PM, Olivier Jeannel 
> wrote:
>
>> I solved the UV with a python script (attached) from  Piotrek Marczak.
>> Wish I could do it in ICE...
>> Now I'm fighting to have one picture per polygon index :/
>> If someone has something
>>
>> On Wed, Feb 24, 2016 at 3:47 PM, pedro santos  wrote:
>>
>>> https://app.box.com/s/ty7c6u0ykz06a2dozovvhsewotpufjkv
>>>
>>> On Wed, Feb 24, 2016 at 2:47 PM, pedro santos 
>>> wrote:
>>>
 Hmmm I've done that the other day, but in LightWave... ahaha

 I basically transformed the UV coordinates per polygon based on it's
 index to fit a grid of images. insteading of having separate image files..
 Can you do it in ICE... dunno, never tried it x)

 Good luck



 On Wed, Feb 24, 2016 at 12:04 PM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> Hi there,
>
> Imagine I have a collection of 100 pictures, numbered from 0 to 99.
> I'd like to have one picture applied per polygon of a polymesh.
> (picture0 goes to polygon0, picture1 goes to polygon1, picture2 goes to
> polygon2, )
> - How do I set the UVs ?
> - How do I tell the Shader to pick one image according to the Polygon
> ID ?
>
> I can do it with particles, but I would like to do it with polygons.
>
> I'm sure someone already did this ...
>
> Thank you !
>
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Re: City generator?

2016-02-26 Thread Morten Bartholdy
Yeah I saw that one - it looks great. No can do Max though - would be great if a
similar thing had been built in ICE.

MB


> Den 25. februar 2016 klokken 22:26 skrev Fabian Schnuer Gohde
> :
> 
> 
> there is also http://www.kilad.net/ghosttown/ for 3dsmax in case you have
> that available.
> 
> mvh,
> Fabian
> 
> On 22 February 2016 at 11:07, Morten Bartholdy  wrote:
> 
> > I thought I once saw an ICE based City Generator system for XSI, but I
> > might be
> > mistaken. I found two systems on rray.de/xsi which look a bit rudimentary
> > - I am
> > looking for something that allow you to do road and cityblock layout and
> > position buildings procedurally based on that. Do any of you know of a good
> > system, even if not xsi based?
> >
> > Cheers
> > Morten
> > --
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> >
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Re: City generator?

2016-02-26 Thread Morten Bartholdy
I tried this one but get this error:

// ERROR : 2360 - This plug-in is not compatible with the current platform and
will be ignored:
// 
// 
// ERROR : 2006 - Unexpected failure. - [line 13]
// ERROR : Property Page Script Logic Error
// ERROR :[11]  // LOAD BLOB_DETECTION PLUGIN
// ERROR :[12]  try { Application.UnloadPlugin( SCRIPTS + 
"getBlobs.dll" );
} catch(e) { }
// ERROR :   >[13]  Application.LoadPlugin( SCRIPTS + "getBlobs.dll" );
// ERROR :[14]  
// ERROR :[15]  toConsole(oc, "[CLEAR]"); // clear console
// ERROR : 2006 -   Unexpected failure.


I have no idea what throws it off - I am on 2013 SP1.

MB


> Den 25. februar 2016 klokken 17:34 skrev Ed Manning :
> 
> 
> found this on rray.de/xsi:
> 
> http://www.paoloemilioselva.it/citygenerator.html
> 
> 
> 
> On Thu, Feb 25, 2016 at 10:11 AM, Morten Bartholdy 
> wrote:
> 
> > Thanks Chris, but I am looking for something that allows for more
> > irregular and
> > organic looking cityscapes. I found the tool I was thinking of -
> > unfortunately
> > it was not ICE based:
> >
> > http://www.esri.com/software/cityengine
> >
> > https://www.youtube.com/watch?v=aFRqSJFp-I0
> >
> >
> > Morten
> >
> >
> >
> > > Den 25. februar 2016 klokken 15:31 skrev Chris Marshall
> > > :
> > >
> > >
> > > I did this really simple one:-
> > >
> > > https://vimeo.com/5200892
> > >
> > >
> > >
> > > On 22 February 2016 at 13:00, Morten Bartholdy 
> > wrote:
> > >
> > > > Thanks Sven - I will check that one out :)
> > > >
> > > > MB
> > > >
> > > >
> > > >
> > > > > Den 22. februar 2016 klokken 13:51 skrev Sven Constable
> > > > > :
> > > > >
> > > > >
> > > > > Theres also CityEngine. I have no clue about pricing.
> > > > > http://www.esri.com/software/cityengine
> > > > >
> > > > >
> > > > > -Original Message-
> > > > > From: softimage-boun...@listproc.autodesk.com
> > > > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Morten
> > > > > Bartholdy
> > > > > Sent: Monday, February 22, 2016 11:07 AM
> > > > > To: Userlist, Softimage
> > > > > Subject: City generator?
> > > > >
> > > > > I thought I once saw an ICE based City Generator system for XSI, but
> > I
> > > > might
> > > > > be mistaken. I found two systems on rray.de/xsi which look a bit
> > > > rudimentary
> > > > > - I am looking for something that allow you to do road and cityblock
> > > > layout
> > > > > and position buildings procedurally based on that. Do any of you
> > know of
> > > > a
> > > > > good system, even if not xsi based?
> > > > >
> > > > > Cheers
> > > > > Morten
> > > > > --
> > > > > Softimage Mailing List.
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> > softimage-requ...@listproc.autodesk.com
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> > > > >
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> > > >
> > >
> > >
> > >
> > > --
> > > Chris Marshall
> > > Mint Motion Limited
> > > 029 20 37 27 57
> > > 07730 533 115
> > > www.mintmotion.co.uk
> > > www.dot3d.com
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