aside from your personal fondness you may of course evaluate splice at a later time as well.

On 02.08.2013 13:15, Ognjen Vukovic wrote:
: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] <mailto:[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] <mailto:[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] <mailto:[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]
                <mailto:[email protected]>> <[email protected]
                <mailto:[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
                > >>>>
                > >>>> 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/
                > >>>>
                > >>>> Cheers,
                > >>>>
                > >>>> Paul
                > >>>>
                > >>>
                > >>>
                > >>
                > >
                >














































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