Yeah, in your example scene, you've created a texture projection on your
copy geometry and you're attempting to write the UVs that. Forget about
using standard texture projections with ICE topo - just store UV data in a
custom vector ICE attribute. Of course, you'll have to modify your exporter
to pull the data from ICE not from a cluster property.



On Thu, May 9, 2013 at 11:54 PM, Steven Caron <[email protected]> wrote:

> 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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