Re: Stable CSG Booleans in Implosia?

2016-06-07 Thread Oleg Bliznuk
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
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Re: Stable CSG Booleans in Implosia?

2016-06-07 Thread Oleg Bliznuk
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
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Re: Momentum / implosiafx plugins

2016-05-27 Thread Oleg Bliznuk
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
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Momentum / implosiafx plugins

2016-05-26 Thread Oleg Bliznuk
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
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Re: Pass struct from Tool to Operator

2015-12-10 Thread Oleg Bliznuk
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

2015-10-04 Thread Oleg Bliznuk
@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

2015-09-29 Thread Oleg Bliznuk
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

2015-09-02 Thread Oleg Bliznuk
Ooops, messed with link..
 http://www.blackcore.technology/softimage_efx


Re: SoftimageExplosiaFX released

2015-09-02 Thread Oleg Bliznuk
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

2014-02-03 Thread Oleg Bliznuk
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

2014-01-14 Thread Oleg Bliznuk
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

2014-01-14 Thread Oleg Bliznuk
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 ?

2013-04-19 Thread Oleg Bliznuk
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

2013-02-27 Thread Oleg Bliznuk
The latest one ( beta ) is here:
https://groups.google.com/group/momentum-beta
Just send a request
regards,
Oleg


Re: Ray Fire, Momentum, Implosia

2013-02-26 Thread Oleg Bliznuk
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

2013-02-26 Thread Oleg Bliznuk
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

2013-02-26 Thread Oleg Bliznuk
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 ?

2013-02-13 Thread Oleg Bliznuk
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

2012-10-11 Thread Oleg Bliznuk
Could you send me your model ?


Re: Particle simualtions and time-warping?

2012-08-30 Thread Oleg Bliznuk
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

2012-08-13 Thread Oleg Bliznuk
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

2012-07-16 Thread Oleg Bliznuk
 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!

2012-07-09 Thread Oleg Bliznuk
Congrats with the release guys!


Re: Implosia issue

2012-06-22 Thread Oleg Bliznuk
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...

2012-05-27 Thread Oleg Bliznuk
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

2012-05-09 Thread Oleg Bliznuk
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]

2012-05-01 Thread Oleg Bliznuk
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