Re: Stable CSG Booleans in Implosia?
It depends on how complex your csg is, my toolset was made mainly for selfeducation purposes so it doesnot support many necessary stuff like attribute transfer, normals correction on voxels-to-mesh conversion etc. but for simple usercases it could be acceptable i think. вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал: > Hi Oleg, > > Thanks a lot for the tips and insight. I have been testing the fracturing > lately and it is a lot of fun :) > > I guessed there might not be a stable solution, but sometimes with tips > and tricks things can be made workable, so thanks or those. > > You mention vdb csg - is this possible with your vdb tools for XSI? > > > Regards > Morten > > > > > Den 7. juni 2016 klokken 11:35 skrev Oleg Bliznuk <gbo...@gmail.com > <javascript:;>>: > > > > > > Hey Morten, > > To get booleans work more or less predictable you have to : > > -triangulate your mesh (or have all vertices of each polygon to be in the > > same plane so that polygon is mathematically determenible) > > -get rid of all selfintersection, all double edges, all holes > > Avoiding any of these cases makes it is impossible to know an exact > result. > > Unfortunatly it is still impossible to make a 100% stable polygonal > > booleans, in general, for animation tasks it may be worth to use > voxelbased > > methods like vdb csg/ fracturing. > > Regards, > > Oleg > > > > вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал: > > > > > I am working on creating fluid in a bottle where I would like to > animate > > > the fluid surface rather than simulate fluids, so I am looking at > animating > > > an object which I use to cut the fluid object with Implosias CGS > Booleans. > > > Unfortunately it seems they are no more stable than the built in > booleans, > > > resulting in the boolean object not being created on some frames. I > know > > > from the built in booleans that I can try and make small variations in > > > translation on the boolean input objects to fix this, but it does not > > > always work, it is finicky and I was hoping for a more solid solution > for > > > animations. > > > > > > So I was wondering if someone here know a way to get more stable > results > > > from CSG booleans or perhaps know about other workarounds to achieve > > > something like this. > > > > > > Cheers > > > Morten > > -- > > Softimage Mailing List. > > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > <javascript:;> with "unsubscribe" in the subject, and reply to confirm. > > -- > Softimage Mailing List. > To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com > <javascript:;> 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.
Re: Stable CSG Booleans in Implosia?
Hey Morten, To get booleans work more or less predictable you have to : -triangulate your mesh (or have all vertices of each polygon to be in the same plane so that polygon is mathematically determenible) -get rid of all selfintersection, all double edges, all holes Avoiding any of these cases makes it is impossible to know an exact result. Unfortunatly it is still impossible to make a 100% stable polygonal booleans, in general, for animation tasks it may be worth to use voxelbased methods like vdb csg/ fracturing. Regards, Oleg вторник, 7 июня 2016 г. пользователь Morten Bartholdy написал: > I am working on creating fluid in a bottle where I would like to animate > the fluid surface rather than simulate fluids, so I am looking at animating > an object which I use to cut the fluid object with Implosias CGS Booleans. > Unfortunately it seems they are no more stable than the built in booleans, > resulting in the boolean object not being created on some frames. I know > from the built in booleans that I can try and make small variations in > translation on the boolean input objects to fix this, but it does not > always work, it is finicky and I was hoping for a more solid solution for > animations. > > So I was wondering if someone here know a way to get more stable results > from CSG booleans or perhaps know about other workarounds to achieve > something like this. > > 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.
Re: Momentum / implosiafx plugins
Thanks for kind words guys, but i have to note that i am personally responsible for implosiafx only, all credits regarding momentum should go to Helge as he and Ben agreed to share it. I only did some bugfixing work on mom3 and a couple of features so it became as mom4 with bundled implosia. As Fabricio mentioned, the old plotting was removed as being too unstable and Crate is the replacement for it. cheers, Oleg -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Momentum / implosiafx plugins
Hi all, Since the EOL of Softmage I'd like to open free access to Momentum and ImplosiaFX plugins. You can grab it here : ImplosiaFX https://drive.google.com/open?id=0B47NI7NeoDiiT1NlYzUxU3hGZ2c Momentum https://drive.google.com/open?id=0B47NI7NeoDiiNmw1Nm1hdW9mLTg These links include builds both for win and linux 64bits + documentation and sample scenes. It was a lot of fun to make tools and various tech stuff in ICE, thanks all for the great experience, especially for the ice vimeo channel folks :-) . Hopefully those plugins still can be usefull. best regards, Oleg -- Softimage Mailing List. To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with "unsubscribe" in the subject, and reply to confirm.
Re: Pass struct from Tool to Operator
You have allocated pData on stack, it gets destroyed right after the allocation scope exit ( after the PutUserData call ), use dynamic allocation instead
Re: [CDH] again
@Stefan Thanks for pointing out, that example with qt brings the light here, will try it out. @Luc-Eric Thanks for the code, i have managed to compile the native xsi example (which is the motif example from the docs) but it all the time segfaults at the very begin of motif, perhaps switch to distinct qt win is more easy task than figuring out what is going on inside of xsi. thanks all, -Oleg
[CDH] again
Hi list, does anybody have experience with custom display host under linux ? I spent about week being unable to make opengl view there ( well, actually i can not make anything, even simple drawing in x11 win ). The problem with x11 native x wins is i dont see a way to pass my events processing callback, stuff with xt\motif etc is too complex to even understand the basics ( all tutorials around web i found do not help at all for the cdf case ) . I was tried to to something with qt, but all i got is instant segfault once the debbugger steps into the creation of qt widget. ( ldd shows there is no problems with libs ) I am on centos 6 but i doubt there are any principial difference for distros . Native way would be the best option, but the qt way is good too. Thanks for any help
Re: SoftimageExplosiaFX released
Ooops, messed with link.. http://www.blackcore.technology/softimage_efx
Re: SoftimageExplosiaFX released
Hey guys, AFAIK RS still have no heterogeneous volumetrics yet so right now it is possible to render fluids only in mentalray(or better in arnold if you have it) regards, Oleg
Re: [C++] Reading UserDataBlob as JSON String
casting from char* to CString* is unsafe as you dont know how CString is implemented. It can be even not null-terminated ( and most likely this is true as its responsible to hold both wide and non-wide characters ) inside and in such case the LogMEssage internally may call something like GetLength() {return m_Length;} but physically there is only null-terminated char buffer or whatever JSON stuff can holds. First check if the x is not NULL after GetVall call and then try to create CString stringObj ( x ) and log it.
Re: [C++] Custom ICE node with multiple output problem
Hi Ahmidou, i am not sure but maybe you should have break after each outport evaluation in switch statement ? Also try to use CIndexSet indexSet( in_ctxt, ID_POS ); and remove struct\context constraints from the outports since you had explicitly defined it. regards, Oleg
Re: [C++] Custom ICE node with multiple output problem
Hi Ahmidou, i am not sure but maybe you should have break after each outport evaluation in switch statement ? Also try to use CIndexSet indexSet( in_ctxt, ID_POS ); and remove struct\context constraints from the outports since you had explicitly defined it. regards, Oleg
Re: Implosia FX ?
Implosia is now shipping with Momentum in one .zip package but actually its a standalone plugin ( in terms of installation ). The 4.0 is just a more convenient numbering due to Momentum versioning, and it is 2.5 in terms of improvements I think. Its has been rewrited almost completely, so again - almost no crashes and significally stable behavior on some complex cases. You can try it out via the momentum beta group: http://groups.google.com/group/momentum-beta
Re: Ray Fire, Momentum, Implosia
The latest one ( beta ) is here: https://groups.google.com/group/momentum-beta Just send a request regards, Oleg
Re: Ray Fire, Momentum, Implosia
Hi Emilio, What kind of fracturing and collision shapes you did use in both cases ? By default, MOM RBD has a convex shape applied to each chunk, it works well with the voronoi fracturing style, and does the explosion on any other since shapes is not convex.
Re: Ray Fire, Momentum, Implosia
Yep, by default the updated Iterative\Voronoi uses true zero thickness to avoid any seams on render ( Continuous still has a minimal inset due to some restrictions of our boolean engine ).
Re: Ray Fire, Momentum, Implosia
Can you send me a repro scene ? And if you have further any questions, please join https://groups.google.com/group/implosiafx_users :-) regards, Oleg
Re: Difference between a force and a velocity ?
I think we get zero velocity only if we integrate it over elapsed time ( and it is not an instant vel which is used most of time I guess ), otherwise speed = scalar magnitude (length) of velocity, and the velocity = diff between the last and the prelast positions
Re: Implosia v1 error
Could you send me your model ?
Re: Particle simualtions and time-warping?
I guess you need to make your own simulation node to replace the factory one and output deltaTime parameter which is directly influences on simulation time. I have builded something like that a while ago and there are possible some glitches with usage of SimulateFrameFraction attribute, but for my purposes it was enough. Maybe it can help - just plug it instead of Simulate particles node. -Oleg Simulate Particles Advansed.xsicompound Description: Binary data
Re: Frezze ICE-UVs to TextureEditor
I took a look on the Fabricio's script ( it has worked all times when I used it before now btw ) and seems the problem is that he uses duplicating the geometry while I use an empty one and set topo on it by ICEmodeling. Since I need not only UVs but all stuff like normals and materials, I prefer to use a truly raw approach on resulted mesh because there are too many glitches with ICE topo and clusters ( which are actually a holy grail of glitches and same because of it I have rebuilded Implosiafx on pure ICEattributes that can be baked at any time if needed ) and more clean input you have = more clean result you get. -regards, Oleg
Re: ICE modeling
If I then want to repeat an Extrude Poly Island, the repeat loop doesn't repeat. try this: http://xsisupport.wordpress.com/2011/12/20/the-case-of-the-while-loop-that-didnt-evaluate/
Re: Exocortex Species 1.5 Released!
Congrats with the release guys!
Re: Implosia issue
Hi Szabolcs, I am unable to reproduce the issue. Can you send me your problematic model and\or full error log via PM please ? regards, -Oleg
Re: mail...
http://listproc.autodesk.com/mailman/confirm/softimage/e468635540ef5a259f98dc0f9ce32c4ab3323e42+1 I got this also And the links are dead for me
[C++][CustomOp] - UV Cluster update problem
Hi list, Recently I have encountered with the problem that I cant update UVs and Usernormals clusters on the mesh. Situation is here: I have a some custom op connected to some original geometry ( input ) and setted on the some result geo ( output ). Work is going in the operator update callback. Topology of the result geo is changeable and can has more of polygons than in the original one. It also has a UVs and usernormal clusters ( both created as always completed ) which must be resized respectivetly to the topology changes. But problem is that nothing similar to resizing simply doesnt happen, when I have a result topology with a greater number of polys and try to update clusters values with UVCls.Set ( const float * _pValues, LONG nbNodes ) - I get crash. And at this time, GeometryAccessor reports a valid nodes count. Furthermore, if I call UVCls.GetValues ( CFloatArray ) I will get the size of CFloatArray is valid also. So, I cant understood what I am doing wrong or is it a bug. If topology is not being changed - UVs updates fine. I have also looked at this threads http://www.xsibase.com/forum/index.php?board=14;action=display;threadid=35564 http://www.xsibase.com/forum/index.php?board=14;action=display;threadid=41707 and seems like that my problem is the same. Are there possible workarounds ( even something like CCOMApiHandle ways ) ? Thanks, -Oleg
[C++][CustomOp]
Hi List, a simple question about custom op. I have a custom op which can has either 1 or 2 input geometries and connected to polymesh of created geo as output target ( see screenshot ).I need to get name of the global parent ( X3DObject ) of the object on which this operator is applied ( grid_FR in my case ). The SDK says that I am unable to do it from the operator update callback, only from ExecuteCommand. So is there way to obtain this name without creating any additional properties\userdatas etc in the op update callback ? Something like this which works validly in executeCommand callback : Application().LogMessage ( GLOB NAME: + mainMeshObj.GetActivePrimitive().GetParent3DObject().GetName() ); Many thanks, -Oleg attachment: 1.jpg