Re: ICE Internal Cache

2016-02-27 Thread Eric Thivierge
Yes I've done it for an internal tool. I can dig up a snippet in the next
few days. You're basically going to write to a Vec3 array attribute that
you'll have to pre-fill with place holder data then build up your data
array through your timeline pass and at the end set it all at once.

It's essentially emulating the shape plot feature where it baked the data
to a clip internally to the scene. So you don't have to manage this out of
the scene.
On Feb 27, 2016 6:46 PM, "Ed Manning"  wrote:

> pretty sure you could:
>
> Get PointPosition => Build Array From Set => Set Data (self.myDataArray
> {or whatever name you choose})
>
> Then use a Get Data node referencing "self.myDataArray" if in the same
> ICEtree, or referencing the geo or pointcloud you set the data on if
> applying to other geo.
>
> I think it needs to get more complex if you're building the pointPosition
> array from a pointcloud that has a varying number of points, like a sim in
> which particles are being created or deleted...
>
> On Fri, Feb 26, 2016 at 9:12 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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>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
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Re: -Camera. Frames issues

2016-02-27 Thread Tenshi .
Stephen, that was something i though, too.. but first i needed to know if
was doing something wrong, i think i need to put some more frames or maybe
try the MotionBlur in After, because my pc can't handle MotionBlur in
Softimage and i need something good, quick and effective.
Thank you a lot!

On Sat, Feb 27, 2016 at 12:58 PM, Stephen Davidson 
wrote:

> Sounds to me that it is just a frames per second, and camera traveled
> path, logistics problem.
> If your camera travels 200 units in 200 frames, then the resulting frames
> would be set 1
> unit apart. To reduce the "skipping", you would increase either the time
> it takes to go from
> the beginning to the end, or step up the frame rate to something higher
> than 30 fps.
> "Skipping" is often referred to as visual strobing.
>
> This is a common issue with gaming. The better the graphics card, the
> better the frame rate,
> which smooths the motion.
>
> Motion blur will help smooth the apparent motion without having to re-time
> the animation.
> This will increase your render time, and you will need a higher sampling
> rate to minimize
> grainy images.
>
> Motion blur can also be applied, post render, using techniques in the
> composite program.
> Here is a sample of post motion blur in After Effects:
>
> https://helpx.adobe.com/after-effects/how-to/aftereffects-pixel-motion-blur-cc.html
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>
> On Sat, Feb 27, 2016 at 12:00 PM Tenshi .  wrote:
>
>> "Skipping" is the word i was trying to find. Exactly like that guys.
>> Just for making sure i'm not doing something wrong, i create another
>> Softimage camera, and one Arnold Camera, all with default settings, did the
>> same motion from left to right. 96frames at 24fps, the camera is close up
>> seeing some logo letters and when it travels through, it's difficult to
>> read the letters like they're skipping some frames. I did some flipbook at
>> 24fps, and 30fps, but nothing.. with 24fps it's more noticeable and at
>> 30fps it's less but even with that i see that "skipping".
>>
>> In my scene i have 2 more cameras, My camB is doing some motion to show
>> the logo at 45degrees, have the same 96frames and looks better. My CamC is
>> the same looks even better because the logo is showing at the distance.
>>
>> There's something i need to applied to the camera settings to see and
>> read better in a close up? Because right now it's only at default settings.
>>
>> In fact i create a new scene, put some cylinders and did the same motion
>> from left to right at 24fps, but the same thing happen.
>>
>> I haven't applied any other effect or motion blur.   Any Thoughts?
>>
>>
>>
>> On Fri, Feb 26, 2016 at 6:05 PM, Christopher McCabe <
>> christopher.mccabe...@gmail.com> wrote:
>>
>>> 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
> with "unsubscribe" in the subject, and reply to confirm.
>


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Re: ICE Internal Cache

2016-02-27 Thread Ed Manning
pretty sure you could:

Get PointPosition => Build Array From Set => Set Data (self.myDataArray {or
whatever name you choose})

Then use a Get Data node referencing "self.myDataArray" if in the same
ICEtree, or referencing the geo or pointcloud you set the data on if
applying to other geo.

I think it needs to get more complex if you're building the pointPosition
array from a pointcloud that has a varying number of points, like a sim in
which particles are being created or deleted...

On Fri, Feb 26, 2016 at 9:12 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
>
> --
> 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: ice strand grass

2016-02-27 Thread Kris Rivel
Ohwell that would suck. I may just have to animate the objects and
instance them...bummer!

On Sat, Feb 27, 2016 at 4:53 PM, Olivier Jeannel 
wrote:

> Just to be sure, as far as I know, Strand deforming objects, like Rob
> showed, only render in MR.
> I don't think RS does it, and I'm not sure for Arnold.
>
> On Sat, Feb 27, 2016 at 10:02 PM, Kris Rivel  wrote:
>
>> Thanks Olivier...that helps...going to look at that.
>>
>> Rob...ha ha...I think my ICE skills are below your assumptions. I did
>> this same setup (from what I can see in your image) and I'm getting
>> instances on the hairs but they're not deforming even in the render. Is
>> this tree on the simulation stack? What other nodes do you have in there?
>> What settings for the emit strands are you using?
>>
>> On Sat, Feb 27, 2016 at 12:44 PM, Rob Chapman 
>> wrote:
>>
>>> Kris, sorry I just loaded demo scene strand dynamics hair, applied
>>> lizard instance shape to few guide hairs, applied the strand deform flag
>>> and all lizards perform as requested
>>>
>>> [image: Inline images 1]
>>>
>>> really not sure what you are doing wrong !
>>>
>>>
>>>
>>> On 27 February 2016 at 14:36, Kris Rivel  wrote:
>>>
 Rob...thanks...that does help with keeping one instance but they still
 don't bend/move with the strand dynamics. Olivier...this looks interesting
 and I'm trying that too but I can't get it to work. The node is red no
 matter what I do and all the links to the authors site and vimeo are down.

 On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel <
 facialdel...@gmail.com> wrote:

> There is also the PLND Deform By Strand (I think it is still on
> Rray.de) that physicaly deform the polymesh along the strand.
> Can be slow with many strands.
>
> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman 
> wrote:
>
>> there is a checkbox 'loft shape along strand'
>>
>> On 27 February 2016 at 02:35, Kris Rivel  wrote:
>>
>>> 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
>>>
>>> --
>>> 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: ice strand grass

2016-02-27 Thread Olivier Jeannel
Just to be sure, as far as I know, Strand deforming objects, like Rob
showed, only render in MR.
I don't think RS does it, and I'm not sure for Arnold.

On Sat, Feb 27, 2016 at 10:02 PM, Kris Rivel  wrote:

> Thanks Olivier...that helps...going to look at that.
>
> Rob...ha ha...I think my ICE skills are below your assumptions. I did this
> same setup (from what I can see in your image) and I'm getting instances on
> the hairs but they're not deforming even in the render. Is this tree on the
> simulation stack? What other nodes do you have in there? What settings for
> the emit strands are you using?
>
> On Sat, Feb 27, 2016 at 12:44 PM, Rob Chapman 
> wrote:
>
>> Kris, sorry I just loaded demo scene strand dynamics hair, applied lizard
>> instance shape to few guide hairs, applied the strand deform flag and all
>> lizards perform as requested
>>
>> [image: Inline images 1]
>>
>> really not sure what you are doing wrong !
>>
>>
>>
>> On 27 February 2016 at 14:36, Kris Rivel  wrote:
>>
>>> Rob...thanks...that does help with keeping one instance but they still
>>> don't bend/move with the strand dynamics. Olivier...this looks interesting
>>> and I'm trying that too but I can't get it to work. The node is red no
>>> matter what I do and all the links to the authors site and vimeo are down.
>>>
>>> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel >> > wrote:
>>>
 There is also the PLND Deform By Strand (I think it is still on
 Rray.de) that physicaly deform the polymesh along the strand.
 Can be slow with many strands.

 On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman 
 wrote:

> there is a checkbox 'loft shape along strand'
>
> On 27 February 2016 at 02:35, Kris Rivel  wrote:
>
>> 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
>>
>> --
>> 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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> To unsubscribe, send a mail to
> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
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>


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>>>
>>>
>>>
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Re: ice strand grass

2016-02-27 Thread Kris Rivel
Thanks Olivier...that helps...going to look at that.

Rob...ha ha...I think my ICE skills are below your assumptions. I did this
same setup (from what I can see in your image) and I'm getting instances on
the hairs but they're not deforming even in the render. Is this tree on the
simulation stack? What other nodes do you have in there? What settings for
the emit strands are you using?

On Sat, Feb 27, 2016 at 12:44 PM, Rob Chapman  wrote:

> Kris, sorry I just loaded demo scene strand dynamics hair, applied lizard
> instance shape to few guide hairs, applied the strand deform flag and all
> lizards perform as requested
>
> [image: Inline images 1]
>
> really not sure what you are doing wrong !
>
>
>
> On 27 February 2016 at 14:36, Kris Rivel  wrote:
>
>> Rob...thanks...that does help with keeping one instance but they still
>> don't bend/move with the strand dynamics. Olivier...this looks interesting
>> and I'm trying that too but I can't get it to work. The node is red no
>> matter what I do and all the links to the authors site and vimeo are down.
>>
>> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel 
>> wrote:
>>
>>> There is also the PLND Deform By Strand (I think it is still on Rray.de)
>>> that physicaly deform the polymesh along the strand.
>>> Can be slow with many strands.
>>>
>>> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman 
>>> wrote:
>>>
 there is a checkbox 'loft shape along strand'

 On 27 February 2016 at 02:35, Kris Rivel  wrote:

> 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
>
> --
> 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.

>>>
>>>
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>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
>>
>>
>>
>> --
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>>
>> --
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Re: -Camera. Frames issues

2016-02-27 Thread Stephen Davidson
Sounds to me that it is just a frames per second, and camera traveled path,
logistics problem.
If your camera travels 200 units in 200 frames, then the resulting frames
would be set 1
unit apart. To reduce the "skipping", you would increase either the time it
takes to go from
the beginning to the end, or step up the frame rate to something higher
than 30 fps.
"Skipping" is often referred to as visual strobing.

This is a common issue with gaming. The better the graphics card, the
better the frame rate,
which smooths the motion.

Motion blur will help smooth the apparent motion without having to re-time
the animation.
This will increase your render time, and you will need a higher sampling
rate to minimize
grainy images.

Motion blur can also be applied, post render, using techniques in the
composite program.
Here is a sample of post motion blur in After Effects:
https://helpx.adobe.com/after-effects/how-to/aftereffects-pixel-motion-blur-cc.html

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke



On Sat, Feb 27, 2016 at 12:00 PM Tenshi .  wrote:

> "Skipping" is the word i was trying to find. Exactly like that guys.
> Just for making sure i'm not doing something wrong, i create another
> Softimage camera, and one Arnold Camera, all with default settings, did the
> same motion from left to right. 96frames at 24fps, the camera is close up
> seeing some logo letters and when it travels through, it's difficult to
> read the letters like they're skipping some frames. I did some flipbook at
> 24fps, and 30fps, but nothing.. with 24fps it's more noticeable and at
> 30fps it's less but even with that i see that "skipping".
>
> In my scene i have 2 more cameras, My camB is doing some motion to show
> the logo at 45degrees, have the same 96frames and looks better. My CamC is
> the same looks even better because the logo is showing at the distance.
>
> There's something i need to applied to the camera settings to see and read
> better in a close up? Because right now it's only at default settings.
>
> In fact i create a new scene, put some cylinders and did the same motion
> from left to right at 24fps, but the same thing happen.
>
> I haven't applied any other effect or motion blur.   Any Thoughts?
>
>
>
> On Fri, Feb 26, 2016 at 6:05 PM, Christopher McCabe <
> christopher.mccabe...@gmail.com> wrote:
>
>> 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
 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.
>>>
>>
>>
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Re: ice strand grass

2016-02-27 Thread Rob Chapman
Kris, sorry I just loaded demo scene strand dynamics hair, applied lizard
instance shape to few guide hairs, applied the strand deform flag and all
lizards perform as requested

[image: Inline images 1]

really not sure what you are doing wrong !



On 27 February 2016 at 14:36, Kris Rivel  wrote:

> Rob...thanks...that does help with keeping one instance but they still
> don't bend/move with the strand dynamics. Olivier...this looks interesting
> and I'm trying that too but I can't get it to work. The node is red no
> matter what I do and all the links to the authors site and vimeo are down.
>
> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel 
> wrote:
>
>> There is also the PLND Deform By Strand (I think it is still on Rray.de)
>> that physicaly deform the polymesh along the strand.
>> Can be slow with many strands.
>>
>> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman 
>> wrote:
>>
>>> there is a checkbox 'loft shape along strand'
>>>
>>> On 27 February 2016 at 02:35, Kris Rivel  wrote:
>>>
 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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Re: -Camera. Frames issues

2016-02-27 Thread Tenshi .
"Skipping" is the word i was trying to find. Exactly like that guys.
Just for making sure i'm not doing something wrong, i create another
Softimage camera, and one Arnold Camera, all with default settings, did the
same motion from left to right. 96frames at 24fps, the camera is close up
seeing some logo letters and when it travels through, it's difficult to
read the letters like they're skipping some frames. I did some flipbook at
24fps, and 30fps, but nothing.. with 24fps it's more noticeable and at
30fps it's less but even with that i see that "skipping".

In my scene i have 2 more cameras, My camB is doing some motion to show the
logo at 45degrees, have the same 96frames and looks better. My CamC is the
same looks even better because the logo is showing at the distance.

There's something i need to applied to the camera settings to see and read
better in a close up? Because right now it's only at default settings.

In fact i create a new scene, put some cylinders and did the same motion
from left to right at 24fps, but the same thing happen.

I haven't applied any other effect or motion blur.   Any Thoughts?



On Fri, Feb 26, 2016 at 6:05 PM, Christopher McCabe <
christopher.mccabe...@gmail.com> wrote:

> 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.

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Friday Flashback #264

2016-02-27 Thread Stephen Blair
Softimage|XSI Advanced 3.5 screenshot: Symmetrize
http://wp.me/powV4-3ic
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Re: ice strand grass

2016-02-27 Thread Olivier Jeannel
I think you use it in an empty polymesh

On Sat, Feb 27, 2016 at 4:58 PM, Olivier Jeannel 
wrote:

>
> http://vk.com/videos-20599655?z=video-20599655_161547261%2Fclub20599655%2Calbum-20599655%2Fpl_-20599655
> Le 27 févr. 2016 15:44, "Kris Rivel"  a écrit :
>
>> Rob...thanks...that does help with keeping one instance but they still
>> don't bend/move with the strand dynamics. Olivier...this looks interesting
>> and I'm trying that too but I can't get it to work. The node is red no
>> matter what I do and all the links to the authors site and vimeo are down.
>>
>> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel 
>> wrote:
>>
>>> There is also the PLND Deform By Strand (I think it is still on Rray.de)
>>> that physicaly deform the polymesh along the strand.
>>> Can be slow with many strands.
>>>
>>> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman 
>>> wrote:
>>>
 there is a checkbox 'loft shape along strand'

 On 27 February 2016 at 02:35, Kris Rivel  wrote:

> 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
>
> --
> Softimage Mailing List.
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> subject, and reply to confirm.
>

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Re: ice strand grass

2016-02-27 Thread Olivier Jeannel
http://vk.com/videos-20599655?z=video-20599655_161547261%2Fclub20599655%2Calbum-20599655%2Fpl_-20599655
Le 27 févr. 2016 15:44, "Kris Rivel"  a écrit :

> Rob...thanks...that does help with keeping one instance but they still
> don't bend/move with the strand dynamics. Olivier...this looks interesting
> and I'm trying that too but I can't get it to work. The node is red no
> matter what I do and all the links to the authors site and vimeo are down.
>
> On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel 
> wrote:
>
>> There is also the PLND Deform By Strand (I think it is still on Rray.de)
>> that physicaly deform the polymesh along the strand.
>> Can be slow with many strands.
>>
>> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman 
>> wrote:
>>
>>> there is a checkbox 'loft shape along strand'
>>>
>>> On 27 February 2016 at 02:35, Kris Rivel  wrote:
>>>
 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

 --
 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: ice strand grass

2016-02-27 Thread Kris Rivel
Rob...thanks...that does help with keeping one instance but they still
don't bend/move with the strand dynamics. Olivier...this looks interesting
and I'm trying that too but I can't get it to work. The node is red no
matter what I do and all the links to the authors site and vimeo are down.

On Sat, Feb 27, 2016 at 5:09 AM, Olivier Jeannel 
wrote:

> There is also the PLND Deform By Strand (I think it is still on Rray.de)
> that physicaly deform the polymesh along the strand.
> Can be slow with many strands.
>
> On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman 
> wrote:
>
>> there is a checkbox 'loft shape along strand'
>>
>> On 27 February 2016 at 02:35, Kris Rivel  wrote:
>>
>>> 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
>>>
>>> --
>>> Softimage Mailing List.
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>>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>>> subject, and reply to confirm.
>>>
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Re: ice strand grass

2016-02-27 Thread Olivier Jeannel
There is also the PLND Deform By Strand (I think it is still on Rray.de)
that physicaly deform the polymesh along the strand.
Can be slow with many strands.

On Sat, Feb 27, 2016 at 10:12 AM, Rob Chapman  wrote:

> there is a checkbox 'loft shape along strand'
>
> On 27 February 2016 at 02:35, Kris Rivel  wrote:
>
>> 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
>>
>> --
>> Softimage Mailing List.
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>> softimage-requ...@listproc.autodesk.com with "unsubscribe" in the
>> subject, and reply to confirm.
>>
>
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Re: ice strand grass

2016-02-27 Thread Rob Chapman
there is a checkbox 'loft shape along strand'

On 27 February 2016 at 02:35, Kris Rivel  wrote:

> 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
>
> --
> Softimage Mailing List.
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