Re: ICE emit particles and follow branching geometry
Rob, that´s a nifty-cacheable image-seq for post! Can I compo it? is it possible to share the scn? :D :D Please? On Thu, Mar 19, 2015 at 1:04 PM, pete...@skynet.be wrote: I hope the image gets through. this is what I get with closest location on group of curves, and combining the pointtangent as a force, as well as a force pulling towards the closest position – in order not to stray too far from the curve. particles get emitted from the curves in the center, and you see that here they follow the curves more closely, further out it does get more fuzzy – but they do follow the curves and they do branch automatically. I can see how this might not be precise enough compared to flow along curve. [image: force_along_group_of_curves] *From:* Rob Chapman tekano@gmail.com *Sent:* Thursday, March 19, 2015 5:52 PM *To:* softimage@listproc.autodesk.com *Subject:* Re: ICE emit particles and follow branching geometry closest location does not cut it when different curves overlap. you will have to build a system using a unique curve ID and translate along each curve ID's using curve u instead. at least this way you could gracefully hand over particles between curves as it reaches the end of each segment. On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote: Thanks for the responses guys. I've continued with my brute force method for now because it gets the job done. It involves several Select Case nodes with 29 cases each though, so you can imagine why I was reluctant to string that up. :) I've tried the suggested approach, but I usually get a jump to the same curve over and over again when they overlap instead of continuing along their first curve. [image: Inline image 1] On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com wrote: Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete r...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc. autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk -- Portfolio 2013 http://be.net/3dcinetv Cinema TV production Video Reel https://vimeo.com/3dcinetv/reel2012
Re: ICE emit particles and follow branching geometry
closest location does not cut it when different curves overlap. you will have to build a system using a unique curve ID and translate along each curve ID's using curve u instead. at least this way you could gracefully hand over particles between curves as it reaches the end of each segment. On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote: Thanks for the responses guys. I've continued with my brute force method for now because it gets the job done. It involves several Select Case nodes with 29 cases each though, so you can imagine why I was reluctant to string that up. :) I've tried the suggested approach, but I usually get a jump to the same curve over and over again when they overlap instead of continuing along their first curve. [image: Inline image 1] On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com wrote: Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete r...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc. autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk
RE: ICE emit particles and follow branching geometry
I was about to suggest IDs too. If you look in ICE_Kinematics workgroup, there are some scripts to handle applying and updating ICE trees that set IDs on all objects in a group. You can adapt them, then you’d need to rerun them whenever you add or remove curves in the group. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 1:19 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Like Rob said, you'll have to go the ID approach. If you know what particles should follow which curves its easy. If not, then you'll have to setup some logic. Create a custom param set on each curves named the same thing, like curveData. Then for each curve set a unique ID starting from 0. Main branch should be 0. Then the next branches off of that should have higher numbers, and so on and so on. When you emit your particles randomly (or with some logic) set an ID of the curve you want them to follow. You could then get closest location on each curve, and test if the curve ID is greater than the one it started on. If so then you could use some state machines to switch states. It's going to be a complex tree I think no matter what. Eric T. On 3/19/2015 1:10 PM, Cristobal Infante wrote: get closest location point-tangent. Use this as point velocity, I did something like this with several curves and it was fine. On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.commailto:tekano@gmail.com wrote: closest location does not cut it when different curves overlap. you will have to build a system using a unique curve ID and translate along each curve ID's using curve u instead. at least this way you could gracefully hand over particles between curves as it reaches the end of each segment. On 19 March 2015 at 16:42, Dave Sisk d...@janimation.commailto:d...@janimation.com wrote: Thanks for the responses guys. I've continued with my brute force method for now because it gets the job done. It involves several Select Case nodes with 29 cases each though, so you can imagine why I was reluctant to string that up. :) I've tried the suggested approach, but I usually get a jump to the same curve over and over again when they overlap instead of continuing along their first curve. [Inline image 1] On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.commailto:ethivie...@hybride.com wrote: Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.commailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete...@skynet.bemailto:pete...@skynet.bemailto:pete...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.commailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create
Re: ICE emit particles and follow branching geometry
merge the curves, job done.. On 19 March 2015 at 17:24, Eric Thivierge ethivie...@hybride.com wrote: The main problem with this type of stuff is that you can't get closest location on each curve at the same time without building a huge compound. You want to get the closest location on every curve, compare, and follow the closest one or switch with some logic. Eric T. On 3/19/2015 1:18 PM, Eric Thivierge wrote: Like Rob said, you'll have to go the ID approach. If you know what particles should follow which curves its easy. If not, then you'll have to setup some logic. Create a custom param set on each curves named the same thing, like curveData. Then for each curve set a unique ID starting from 0. Main branch should be 0. Then the next branches off of that should have higher numbers, and so on and so on. When you emit your particles randomly (or with some logic) set an ID of the curve you want them to follow. You could then get closest location on each curve, and test if the curve ID is greater than the one it started on. If so then you could use some state machines to switch states. It's going to be a complex tree I think no matter what. Eric T. On 3/19/2015 1:10 PM, Cristobal Infante wrote: get closest location point-tangent. Use this as point velocity, I did something like this with several curves and it was fine. On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com wrote: closest location does not cut it when different curves overlap. you will have to build a system using a unique curve ID and translate along each curve ID's using curve u instead. at least this way you could gracefully hand over particles between curves as it reaches the end of each segment. On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote: Thanks for the responses guys. I've continued with my brute force method for now because it gets the job done. It involves several Select Case nodes with 29 cases each though, so you can imagine why I was reluctant to string that up. :) I've tried the suggested approach, but I usually get a jump to the same curve over and over again when they overlap instead of continuing along their first curve. [image: Inline image 1] On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com wrote: Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto: pete...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto: softimage@listproc.autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor
Re: ICE emit particles and follow branching geometry
The main problem with this type of stuff is that you can't get closest location on each curve at the same time without building a huge compound. You want to get the closest location on every curve, compare, and follow the closest one or switch with some logic. Eric T. On 3/19/2015 1:18 PM, Eric Thivierge wrote: Like Rob said, you'll have to go the ID approach. If you know what particles should follow which curves its easy. If not, then you'll have to setup some logic. Create a custom param set on each curves named the same thing, like curveData. Then for each curve set a unique ID starting from 0. Main branch should be 0. Then the next branches off of that should have higher numbers, and so on and so on. When you emit your particles randomly (or with some logic) set an ID of the curve you want them to follow. You could then get closest location on each curve, and test if the curve ID is greater than the one it started on. If so then you could use some state machines to switch states. It's going to be a complex tree I think no matter what. Eric T. On 3/19/2015 1:10 PM, Cristobal Infante wrote: get closest location point-tangent. Use this as point velocity, I did something like this with several curves and it was fine. On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com mailto:tekano@gmail.com wrote: closest location does not cut it when different curves overlap. you will have to build a system using a unique curve ID and translate along each curve ID's using curve u instead. at least this way you could gracefully hand over particles between curves as it reaches the end of each segment. On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com mailto:d...@janimation.com wrote: Thanks for the responses guys. I've continued with my brute force method for now because it gets the job done. It involves several Select Case nodes with 29 cases each though, so you can imagine why I was reluctant to string that up. :) I've tried the suggested approach, but I usually get a jump to the same curve over and over again when they overlap instead of continuing along their first curve. Inline image 1 On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com wrote: Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.be mailto:pete...@skynet.bemailto:pete...@skynet.be mailto:pete
Re: ICE emit particles and follow branching geometry
I think you're mixing up software again! On Thu, Mar 19, 2015 at 5:27 PM, Cristobal Infante cgc...@gmail.com wrote: merge the curves, job done..
Re: ICE emit particles and follow branching geometry
I hope the image gets through. this is what I get with closest location on group of curves, and combining the pointtangent as a force, as well as a force pulling towards the closest position – in order not to stray too far from the curve. particles get emitted from the curves in the center, and you see that here they follow the curves more closely, further out it does get more fuzzy – but they do follow the curves and they do branch automatically. I can see how this might not be precise enough compared to flow along curve. From: Rob Chapman Sent: Thursday, March 19, 2015 5:52 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry closest location does not cut it when different curves overlap. you will have to build a system using a unique curve ID and translate along each curve ID's using curve u instead. at least this way you could gracefully hand over particles between curves as it reaches the end of each segment. On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote: Thanks for the responses guys. I've continued with my brute force method for now because it gets the job done. It involves several Select Case nodes with 29 cases each though, so you can imagine why I was reluctant to string that up. :) I've tried the suggested approach, but I usually get a jump to the same curve over and over again when they overlap instead of continuing along their first curve. On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com wrote: Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk
Re: ICE emit particles and follow branching geometry
Nope. Doesn't work. On 3/19/2015 1:27 PM, Cristobal Infante wrote: merge the curves, job done..
Re: ICE emit particles and follow branching geometry
get closest location point-tangent. Use this as point velocity, I did something like this with several curves and it was fine. On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com wrote: closest location does not cut it when different curves overlap. you will have to build a system using a unique curve ID and translate along each curve ID's using curve u instead. at least this way you could gracefully hand over particles between curves as it reaches the end of each segment. On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com wrote: Thanks for the responses guys. I've continued with my brute force method for now because it gets the job done. It involves several Select Case nodes with 29 cases each though, so you can imagine why I was reluctant to string that up. :) I've tried the suggested approach, but I usually get a jump to the same curve over and over again when they overlap instead of continuing along their first curve. [image: Inline image 1] On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com wrote: Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com [mailto: softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete r...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc. autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk
Re: ICE emit particles and follow branching geometry
Like Rob said, you'll have to go the ID approach. If you know what particles should follow which curves its easy. If not, then you'll have to setup some logic. Create a custom param set on each curves named the same thing, like curveData. Then for each curve set a unique ID starting from 0. Main branch should be 0. Then the next branches off of that should have higher numbers, and so on and so on. When you emit your particles randomly (or with some logic) set an ID of the curve you want them to follow. You could then get closest location on each curve, and test if the curve ID is greater than the one it started on. If so then you could use some state machines to switch states. It's going to be a complex tree I think no matter what. Eric T. On 3/19/2015 1:10 PM, Cristobal Infante wrote: get closest location point-tangent. Use this as point velocity, I did something like this with several curves and it was fine. On 19 March 2015 at 16:52, Rob Chapman tekano@gmail.com mailto:tekano@gmail.com wrote: closest location does not cut it when different curves overlap. you will have to build a system using a unique curve ID and translate along each curve ID's using curve u instead. at least this way you could gracefully hand over particles between curves as it reaches the end of each segment. On 19 March 2015 at 16:42, Dave Sisk d...@janimation.com mailto:d...@janimation.com wrote: Thanks for the responses guys. I've continued with my brute force method for now because it gets the job done. It involves several Select Case nodes with 29 cases each though, so you can imagine why I was reluctant to string that up. :) I've tried the suggested approach, but I usually get a jump to the same curve over and over again when they overlap instead of continuing along their first curve. Inline image 1 On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com mailto:ethivie...@hybride.com wrote: Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.be mailto:pete...@skynet.bemailto:pete...@skynet.be mailto:pete...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force
ICE emit particles and follow branching geometry
Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk
RE: ICE emit particles and follow branching geometry
Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk attachment: winmail.dat
Re: ICE emit particles and follow branching geometry
Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk
Re: ICE emit particles and follow branching geometry
Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.be mailto:pete...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. *From:* Dave Sisk mailto:d...@janimation.com *Sent:* Thursday, March 19, 2015 3:27 PM *To:* softimage@listproc.autodesk.com mailto:softimage@listproc.autodesk.com *Subject:* ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk
Re: ICE emit particles and follow branching geometry
Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. *From:* Dave Sisk d...@janimation.com *Sent:* Thursday, March 19, 2015 3:27 PM *To:* softimage@listproc.autodesk.com *Subject:* ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk
Re: ICE emit particles and follow branching geometry
Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk
Re: ICE emit particles and follow branching geometry
Thanks for the responses guys. I've continued with my brute force method for now because it gets the job done. It involves several Select Case nodes with 29 cases each though, so you can imagine why I was reluctant to string that up. :) I've tried the suggested approach, but I usually get a jump to the same curve over and over again when they overlap instead of continuing along their first curve. [image: Inline image 1] On Thu, Mar 19, 2015 at 11:33 AM, Eric Thivierge ethivie...@hybride.com wrote: Huh... works actually. I remember this not working before... carry on never mind. Eric T. On 3/19/2015 12:25 PM, Eric Thivierge wrote: Closest location doesn't work with curves fed in with a group. It always uses the first one. Eric T. On 3/19/2015 12:23 PM, Grahame Fuller wrote: Greg, any details about not getting it to work on curves? As far as I know, it should. gray From: softimage-boun...@listproc.autodesk.com [mailto:softimage-bounces@ listproc.autodesk.com] On Behalf Of Eric Thivierge Sent: Thursday, March 19, 2015 12:02 PM To: softimage@listproc.autodesk.com Subject: Re: ICE emit particles and follow branching geometry Your best bet is to create a mesh from those curves and transfer the curve's tangent onto the mesh as a vector attribute. Emit from the curve but use the geo's attribute to set the direction. How Paul Smith's hair grooming stuff works essentially. Using a group of curves or even doing one curve at a time won't get a nice smooth result I don't think. You'll probably get popping. Eric T. On 3/19/2015 11:48 AM, Greg Punchatz wrote: Dave has got something worked out, but its not ideal. He cannot get a group of curves to work, and is wiring up each one in by hand in the ICE tree. What he wants to do is emit an objects from one end of a curve and the have it follow the curve to the end.. but he wants to do this to a group of curves. He can make it work one curve at a time fine, he can wire the bizzilion curves up by hand but its not ideal. On Thu, Mar 19, 2015 at 9:50 AM, pete...@skynet.bemailto:pete r...@skynet.be wrote: I think you can get the closest point on a group of curves, get the point-tangent from there and use that (vector) as a force, combine to taste with turbulence, and perhaps a force pulling towards the curve (vector from point to closest point) for extra control. adding/removing curves to the group is all you’d need to do to add them to the simulation. hope this helps. From: Dave Siskmailto:d...@janimation.com Sent: Thursday, March 19, 2015 3:27 PM To: softimage@listproc.autodesk.commailto:softimage@listproc. autodesk.com Subject: ICE emit particles and follow branching geometry Hi, I'm trying to create an effect with particles flowing from one several ends of branching geometry to another of several ends on the same geometry. Right now I'm working with Flow Along Curve and a bunch of partially-overlapping curves that go from one end to the other, but since ICE is pretty limited in what you can plug a geometry port into, I'm running into a LOT of duplication that makes adding or removing curves a labor intensive process. Is there another approach to this I should be trying? Thanks, Dave Sisk