:D The coffee still hasn't kicked in, and i doubt it would be that fun of a
vacation if it did happen, probably spend the whole time discussing wave
rigs and so on...


On Fri, Aug 2, 2013 at 1:12 PM, Stefan Kubicek <[email protected]> wrote:

> Is he/she that bad looking?
>
>  Just to make this clear, we are not on vacation together :D.
>>
>>
>> On Fri, Aug 2, 2013 at 1:09 PM, Ognjen Vukovic <[email protected]> wrote:
>>
>>  Hi guys,
>>>
>>> Our TD and i are returning from  vacation in about two weeks, is there
>>> any
>>> chance we could give this a test shot some time then?
>>>
>>> Ogi.
>>>
>>>
>>> On Fri, Aug 2, 2013 at 12:51 PM, Helge Mathee <[email protected]
>>> >wrote:
>>>
>>>   Hey Philip,
>>>>
>>>> the internal mesh representation is current WIP and will change
>>>> dramatically with the next
>>>> release. We have been experimenting with winged-edge as well as
>>>> half-edge. For data compression
>>>> we will hopefully end up with a structure which doesn't hold any
>>>> neighboring information until
>>>> requested.
>>>>
>>>> Once you get access to splice you can have a look at the full source of
>>>> the SpliceMesh.kl
>>>>
>>>> -H
>>>>
>>>>
>>>> On 02.08.2013 11:53, philipp.oeser wrote:
>>>>
>>>>  Hi Helge,
>>>>  Looking forward to this :)
>>>>  (I actually felt more at home with SCOPs than ICE anyways - old
>>>> scripting fart)
>>>>
>>>>  regarding FE's internal mesh representation:
>>>>  is there any info on how this is structured? (half-edge, winged-edge,
>>>> radial-edge, something else?)
>>>>  [e.g. was looking at FE's documentation but couldnt find anything
>>>> regarding neighborhood (aka SI's Neighbor*() methods)]
>>>>
>>>>  thanx
>>>>  phi
>>>>
>>>> > Helge Mathee <[email protected]> <[email protected]> hat am 2.
>>>>
>>>> August 2013 um 11:15 geschrieben:
>>>> >
>>>> >
>>>> > Hey Eugen,
>>>> >
>>>> > anything you can write to within the SDK will eventually be supported
>>>> at
>>>> > some point.
>>>> > The integration I am aiming at for the initial release will have the
>>>> > same feature set as the
>>>> > maya one. This includes:
>>>> >
>>>> > - boolean
>>>> > - scalar
>>>> > - int
>>>> > - string
>>>> > - vec3
>>>> > - quaternion
>>>> > - matrices (kinematics)
>>>> > - meshes
>>>> >
>>>> > Since we will be providing the integration as source code as well,
>>>> > you'll be able to implement missing types in case you require them
>>>> > prior to the corresponding service releases.
>>>> >
>>>> > -H
>>>> >
>>>> > On 02.08.2013 11:03, Eugen Sares wrote:
>>>> > > Helge, or Paul, two questions:
>>>> > > 1 - is it possible with Splice to write to NURBS as well? Curves,
>>>> > > foremost. Surfaces would be interesting for experiments, too.
>>>> > > 2 - what about the writing to clusters?
>>>> > >
>>>> > > I assume Splice can only "move" inside the limits of the SDK.
>>>> > > Basically, the classic SDK supports NURBS, but not changing
>>>> clusters.
>>>> > >
>>>> > > I'm considering porting my curve and extrusion operators to splice,
>>>> > > since they are unfinished yet anyway (JScript).
>>>> > > Thanks!
>>>> > > Eugen
>>>> > >
>>>> > >
>>>> > > Am 02.08.2013 10:51, schrieb Helge Mathee:
>>>> > >> The real issue here is performance. ICE by itself is fast, our core
>>>> > >> is fast by itself as well. Now to integrate our core into ICE is
>>>> kind
>>>> > >> of difficult, essentially due to competition of greedy schedulers.
>>>> We
>>>> > >> can of course do that by adding a single threaded node inside of
>>>> ICE,
>>>> > >> but that kind of defeats the purpose. The lack of flexibility for
>>>> > >> procedurally created ports within an ICE node also makes it very
>>>> hard
>>>> > >> to integrate there.
>>>> > >>
>>>> > >> Of course you can build ICE nodes for specific purposes. For Horde
>>>> > >> for example we've integrated in there, but the data streamed is
>>>> > >> trivial (1000 matrices etc). Once you get into millions of
>>>> particles
>>>> > >> the performance will drop.
>>>> > >>
>>>> > >> I don't think it's required at all to integrate the Splice system
>>>> > >> into the ICE graph, since at that point portability won't work
>>>> anyway.
>>>> > >>
>>>> > >> -H
>>>> > >>
>>>> > >> On 02.08.2013 10:39, Stefan Kubicek wrote:
>>>> > >>> Hi Paul,
>>>> > >>>
>>>> > >>> one question: Since SPLICE for Softimage will use classic
>>>> operators
>>>> > >>> rather than ICE, I was wondering what the current status is
>>>> > >>> regarding FE interaction with ICE. I remember some of your/Helges
>>>> > >>> videos where you showed deformations and other things controlled
>>>> > >>> through ICE by talking to a CP App through (what looked like
>>>> > >>> generic) ICE nodes. Is this still a viable solution? I never found
>>>> > >>> any documentation or sample scenes on this (at least not in the
>>>> > >>> downloadable packages, I admit I did not scour the Github repo),
>>>> but
>>>> > >>> found it really exciting. My hope is that even if SPLICE will not
>>>> be
>>>> > >>> integrated with ICE I could still use the detour via a CP
>>>> > >>> Application (if I understand the concept correctly).
>>>> > >>>
>>>> > >>>
>>>> > >>>> Hi everyone - now we're back from Siggraph and recovered, we've
>>>> > >>>> started
>>>> > >>>> working on Spliced Softimage. Should have a first prototype next
>>>> week.
>>>> > >>>>
>>>> > >>>> https://twitter.com/**FabricPaul/status/**
>>>> 362975245562437632/photo/1<https://twitter.com/FabricPaul/status/362975245562437632/photo/1>
>>>> > >>>>
>>>> > >>>> The Hybride guys have been doing some awesome stuff with FE
>>>> > >>>> already, so I
>>>> > >>>> can't wait to get this into their hands soon :) Eric might stop
>>>> > >>>> stalking
>>>> > >>>> the Montreal employees as well, which would be nice.
>>>> > >>>>
>>>> > >>>> A description of Spliced Softimage:
>>>> > >>>> Creation:Splice will be integrated into Softimage as a new class
>>>> of
>>>> > >>>> custom
>>>> > >>>> operators. Each operator can be setup using the SpliceEditor IDE,
>>>> > >>>> defining
>>>> > >>>> ports, adding removing them etc, very much like the Scripted
>>>> Operator
>>>> > >>>> Editor. The IDE will also contain a KL Source Code editor as well
>>>> as
>>>> > >>>> functionality for dynamically compiling the code etc. Operators
>>>> > >>>> defined
>>>> > >>>> with the SpliceEditor will become completely portable between all
>>>> > >>>> support
>>>> > >>>> host applications, such as Maya, Softimage and Nuke, for example.
>>>> > >>>>
>>>> > >>>> We are not integrating KL into ICE, for a range of reasons.
>>>> Splice
>>>> is
>>>> > >>>> targeting areas where ICE doesn't work so well, i.e. Fast
>>>> procedural
>>>> > >>>> geometry, kinematics, simulated rigs, custom OpenGL drawing etc
>>>> Splice
>>>> > >>>> solves the portability issues of moving tools between
>>>> applications,
>>>> > >>>> and as
>>>> > >>>> such we try to take a consistent approach within applications.
>>>> > >>>>
>>>> > >>>> This also means I don't get to make up such compelling slogans as
>>>> > >>>> "Spliced
>>>> > >>>> ICE baby", which is frankly disappointing.
>>>> > >>>>
>>>> > >>>> If you want to understand more about Splice, please visit the
>>>> webpage:
>>>> > >>>> http://fabricengine.com/**creation/splice/<http://fabricengine.com/creation/splice/>
>>>> > >>>>
>>>> > >>>> Cheers,
>>>> > >>>>
>>>> > >>>> Paul
>>>> > >>>>
>>>> > >>>
>>>> > >>>
>>>> > >>
>>>> > >
>>>> >
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>>>>
>>>>   [image: nhb]    Philipp Oeser    Pipeline Engineer    T +49 40 - 450
>>>> 120 - 401    www.nhb.de
>>>>
>>>> nhb video GmbH | nhb ton GmbH
>>>>
>>>> Alsterglacis 8 | 20354 Hamburg
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>>>
>>
>
> --
> ------------------------------**---------------
>   Stefan Kubicek                   [email protected]
> ------------------------------**---------------
>            keyvis digital imagery
>           Alfred Feierfeilstraße 3
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