create copies from mesh uses an ice attribute called 'Texture_Projection'
it doesn't set the uvs of a cluster property directly. you want to get the
ice attribute and you will probably be good.

http://download.autodesk.com/global/docs/softimage2013/en_us/sdkguide/index.html?url=si_cpp/classXSI_1_1Geometry.html,topicNumber=si_cpp_classXSI_1_1Geometry_html,hash=a6175a2d732e2f4dd00ebb25435bb163d


On Thu, May 9, 2013 at 3:01 PM, Eric Cosky <[email protected]> wrote:

> Makes sense. I’d have hoped the results of the “Create Copies from Polygon
> Mesh” node wouldn’t be subject to that kind of logic though. For example,
> here’s the tree I am using in my scene:
> https://www.dropbox.com/s/dlay4s9y5a30clm/XSIFloatingView_2013-05-09_14-40-40.png
> ****
>
> ** **
>
> I’m not much of an ICE guy, but I don’t see how to hook in a log values
> node without digging deep into the Create Copies node.****
>
> ** **
>
> The other thing is, it does have the correct UVs if I render it, just not
> at the time of export (but not consistently.. which is stranger than never
> having the right uvs). This leads me to believe I am not requesting the
> data correctly, somehow. I’m just using a geometry accessor, the
> ga.GetUVs() and then the uv ClusterProperty.GetValues(). Maybe this is
> giving me the raw, unprocessed pre-ice UV data and I need to look somewhere
> else for the final result. That wouldn’t explain why one model has the
> right data and the other doesn’t, but maybe that could be a different kind
> of issue.. who knows. ****
>
> ** **
>
> Thanks for the suggestions/comments****
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Alan Fregtman
> *Sent:* Thursday, May 09, 2013 12:52 PM
> *To:* XSI Mailing List
>
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014****
>
> ** **
>
> The "aggressive optimization" problem is that ICE won't evaluate chunks of
> a tree if it doesn't feel you are genuinely using it.****
>
> ** **
>
> So if I make some crazy math and store an attribute, if I don't use the
> attribute anywhere, it actual doesn't really exist and its tree won't
> evaluate fully. "Show Values" forces it to eval, as it needs this to
> display the values.****
>
> ** **
>
> ** **
>
> On Thu, May 9, 2013 at 3:17 PM, Eric Cosky <[email protected]> wrote:****
>
> I’m not familiar with the ice optimization problem but it sounds like a
> reasonable explanation for what I’m seeing. Thanks for the suggestion.****
>
>  ****
>
>  ****
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Fabricio Chamon
> *Sent:* Thursday, May 09, 2013 12:12 PM
> *To:* [email protected]
> *Subject:* Re: Looking for exporting tips with ICE topology - SI2014****
>
>  ****
>
> Probably hitting the ice optimization problem? Make sure your UVs are
> correctly set by putting a log values just before your set data node.****
>
>  ****
>
> 2013/5/9 Eric Cosky <[email protected]>****
>
> Hi,
>
>
>
> I've recently started using ICE modeling to help with some low poly models
> with tiny textures. The general idea is to make very small components, set
> up the UVs as needed, then make a larger model that is composed of many
> copies of the component. I like this approach because it lets me adjust
> pieces after they have been put into place, including the texture
> projections which will be propagated at any time in the future when the
> original model changes unlike how clone seems to work. With the low
> poly/low
> res textures, it's not always obvious what the best look is going to be
> until it's all together so being able to edit everything including texture
> projections is pretty helpful to the workflow. Here's an example:
> https://dl.dropboxusercontent.com/u/36497436/misc/ice-model.jpg - the ring
> is made of the two parts shown in front, and it's using just a fraction of
> a
> 128x128 texture. If anyone is interested in looking at the scene, it's
> here:
> https://dl.dropboxusercontent.com/u/36497436/ThunderMoon/Portal.zip
>
>
>
>
>
> The modeling technique generally works as expected, but I am finding that
> the UVs are not reliably available in the final ice model during export.
> For
> instance, the inner ring was exporting the UVs correctly, but not the outer
> - all UVs on the outer were the same (I think [0,1], possibly the original
> projection values which ICE was supposed to override). The exporter is
> written in C++ and works correctly for exporting UVs on normal models, but
> it seems like I have to freeze the modeling to get the UVs to be available.
> Is this a typical thing to need to do with ICE modeling? Hopefully freezing
> isn't a requirement for proper export. The strange part about it is the
> inconsistency between the two ring parts, how one of them exports the uvs
> properly and the other doesn't despite being identically configured (as far
> as I can tell). This isn't a huge problem, just a workflow thing I'm trying
> to understand & optimize before diving into more assets. If freezing is
> required, so be it, would be nice to know if I'm just doing something wrong
> though.
>
>
>
> Also, I am occasionally finding SI2014 gets into a strange state where one
> or more of the ICE models just doesn't appear. It is selectable, but has
> zero triangles/verts. When this happens the only thing I found to make them
> reappear was to move the object in the hierarchy, which of course seems
> like
> a bug but perhaps I am just missing something here. If nobody else is
> seeing
> this I wonder if it has something to do with the use of RTShaders. I was
> thinking perhaps shuffling the current frame to/from the first frame of the
> scene might help but it doesn't, the only thing that fixed it for me was
> moving the objects in the hierarchy.
>
>
>
> Any tips or suggestions on typical problems & workarounds for dealing with
> ice models in the context of exporting the assets would be appreciated,
> thanks.
>
> ****
>
>  ****
>
> ** **
>

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