I would think so. There is not that much in particles going on. I remember seeing some SPH examples. I would also like to see simple standalone for Fabric so there would not be the application specific splice in the middle. Its nice to hear its planned. : )
- J On 12 March 2015 at 16:41, Chris Marshall <[email protected]> wrote: > From a non-character perspective though, are we still able to do particle > type stuff or is Fabric / Canvas not geared up in that way? > > > On 12 March 2015 at 13:14, Eric Thivierge <[email protected]> wrote: > >> One thing you kind of see / feel already is that you can start mixing >> things you normally couldn't in ICE. An example is to read in an alembic >> and have it as an input into a rig. An example is to load an alembic of >> your ground and have your leg solvers collide with it. Of note would be >> that you wouldn't actually have the alembic in your scene with the overhead >> that Softimage would carry with actual geo in the scene for point and poly >> editing. You could still draw the ground using the Inline drawing and >> eventually RTR but from what I've seen it doesn't impact performance hard >> when you do. >> >> You could also write out image sequences of where your character is >> walking or where meshes are colliding too since they have image libraries >> available. The work just needs to be done to map those areas to UV space. >> But it's possible. So many areas are within reach from what seems day one >> where with ICE we waited so long for so many features we never got. No >> standard tools for writing out images from ICE. :( >> >> Another major thing for me is that you can convert your code into nodes >> using the provided utility. You code up some methods using KL (at the level >> of javascript & Python in syntax complexity) and you get the nodes almost >> for free. >> >> One thing I'm looking forward to and that I've already experienced in our >> current production, is how easy it is to re-use code throughout different >> systems. I can't go into too much detail but imagine writing a solver that >> works for rigs in all your DCC's and can work in specialized tools such as >> crowd tools too with little extra work. :) It's awesome to see things >> working the same across DCC's and tools. >> >> Eric T. >> >> >> > > > -- > > Chris Marshall > Mint Motion Limited > 029 20 37 27 57 > 07730 533 115 > www.mintmotion.co.uk > > -- -- Juhani Karlsson 3D Artist/TD Talvi Digital Oy Tehtaankatu 27a 00150 Helsinki +358 443443088 [email protected] www.vimeo.com/talvi

